shader_type canvas_item; void vertex() { // Called for every vertex the material is visible on. } void fragment() { vec2 animatedUV; animatedUV.x = (sin(UV.x + (TIME))/2.0)+0.5; animatedUV.y = (sin(UV.y + (TIME+(PI/2.0)))/2.0)+0.5; float color1 = 1.0 *animatedUV.x; float color2 = 1.0 *animatedUV.y; COLOR = vec4((color1*0.7)+(color2*0.3),(color1*0.5)+(color2*0.5),(color1*0.3)+(color2*0.7),1); } //void light() { // Called for every pixel for every light affecting the CanvasItem. // Uncomment to replace the default light processing function with this one. //}