shader_type spatial; render_mode unshaded, depth_draw_never; uniform vec4 shine_color : source_color = vec4( 1.0, 1.0, 1.0, 1.0 ); uniform float cycle_interval : hint_range(0.5, 5.0) = 1.0; uniform float shine_speed : hint_range(1.0, 5.0) = 3.0; uniform float shine_width : hint_range(1.0, 100.0) = 3.0; void fragment( ) { vec3 vertex = ( INV_VIEW_MATRIX * vec4( VERTEX, 1.0 ) ).xyz; float width = shine_width * 0.001 * cycle_interval; float frequency = floor( sin( vertex.z * cycle_interval + TIME * shine_speed * cycle_interval ) + width ); ALBEDO = shine_color.rgb; ALPHA = clamp( ( 1.0 - dot( NORMAL, VIEW ) ) * frequency * shine_color.a, 0.0, 1.0 ); }