shader_type spatial; uniform sampler2D noise; varying float pos_y; void vertex() { pos_y = VERTEX.y; //pos_y = POSITION.y; //POSITION.y = 0.0; } void fragment() { //ALBEDO = vec3(0.000275,0.0,0.665027); EMISSION = vec3(0.0,0.0,10.0); if( TIME < 1800.0 ) { ALBEDO = texture(noise,UV + TIME / 5.0).rgb; } else { ALBEDO = texture(noise,UV - TIME / 5.0).rgb; } CLEARCOAT = 5.0; } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}