14 lines
354 B
Plaintext
14 lines
354 B
Plaintext
shader_type spatial;
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render_mode unshaded, cull_disabled, depth_test_disabled;
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uniform vec2 grid_size;
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uniform vec3 color = vec3(0.);
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void fragment() {
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vec2 uv = fract(UV * grid_size);
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vec2 eps = 0.0015 * grid_size;
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vec2 inv_eps = 1.0 - eps;
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if(uv.x > eps.x && uv.x < inv_eps.x && uv.y > eps.y && uv.y < inv_eps.y) {
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discard;
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}
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ALBEDO = color;
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} |