shader_type spatial; uniform float target_y = 0; varying vec3 world_position; uniform vec2 pixel_size = vec2(0.02, 0.02); void vertex() { world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; } void fragment() { float y = floor(world_position.y / 0.72) * 0.72; ALBEDO = COLOR.rgb * y; }