shader_type spatial; uniform vec2 dims; uniform vec3 light_color : source_color; uniform vec3 dark_color : source_color; // uniform float line_width : hint_range(0.0, 0.1, 0.001); uniform sampler2D NOISE_PATTERN; void fragment() { vec2 p = UV*dims; float noise = (texture(NOISE_PATTERN, p).x-0.5)/10.0; ivec2 pos = ivec2(int(p.x), int(p.y)); vec2 sub = mod(p, 1.0); if (pos.x % 2 == pos.y % 2) { ALBEDO = dark_color; } else { ALBEDO = light_color; } }