shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;

uniform float scroll_speed : hint_range(0.0, 5.0) = 2.0;

void vertex() {
}

void fragment() {
	vec2 uv = UV;
	uv.y += TIME * scroll_speed;
	float pattern = fract(uv.y * 4.0);
	pattern = smoothstep(0.3, 0.7, pattern);
	pattern = mix(0.4, 1.0, pattern);
	vec3 base_color = mix(vec3(0.6, 0.85, 0.9), vec3(1.0, 1.0, 1.0), pattern);
	ALBEDO = base_color;
	ALPHA = mix(0.3, 0.7, pattern);
	EMISSION = vec3(0.36, 0.52, 0.54) * 0.35 * pattern;
	METALLIC = 0.0;
	ROUGHNESS = 0.2;
}
