shader_type spatial; void fragment() { bool v = false; bool w = false; float b = 0.0; float g = 0.2; float r = 0.0; if ( mod(UV.x,0.005) > 0.0025 ) { v = true; }; if ( mod(UV.y,0.005) > 0.0025 ) { w = true; }; if ( ( v && ! w ) || ( !v && w ) ) { b = 0.0; g = 0.0; r = 0.2; } ALBEDO = vec3(r, g, b); }