shader_type canvas_item; render_mode unshaded; uniform float size = 10.0; uniform vec4 color1 : hint_color = vec4(0.7, 0.7, 0.7, 1.0); uniform vec4 color2 : hint_color = vec4(1.0); void fragment() { vec2 pos = mod(FRAGCOORD.xy, size * 2.0); bool c1 = any(lessThan(pos, vec2(size))); bool c2 = any(greaterThanEqual(pos, vec2(size))); float c = c1 && c2 ? 1.0: 0.0; COLOR = mix(color1, color2, c); COLOR.a = 1.0; }