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; }