shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, unshaded; uniform vec3 uv1_scale = vec3( 1, 1, 0 ); uniform vec3 uv1_offset = vec3( 0, 0, 0 ); void vertex() { UV = UV * uv1_scale.xy + uv1_offset.xy; } void fragment() { ALBEDO = vec3( UV.x, UV.y, 0.0 ); }