shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx; uniform float wave_strength : hint_range(0.0, 1.0) = 0.15; uniform float wave_speed : hint_range(0.0, 5.0) = 1.2; void vertex() { vec3 pos = VERTEX; float wave = sin(pos.z * 0.4 + TIME * wave_speed) * wave_strength; pos.y += wave; VERTEX = pos; } void fragment() { ALBEDO = vec3(0.12, 0.39, 0.55); METALLIC = 0.15; ROUGHNESS = 0.1; EMISSION = vec3(0.05, 0.19, 0.24) * 0.45; ALPHA = 0.72; }