shader_type spatial; void fragment() { if (UV.x > 0.5) { ALBEDO = vec3(0, 0.2, 1); ROUGHNESS = 0.2; RIM = 100.0; } else { ALBEDO = vec3(1, 0.2, 0); ROUGHNESS = 0.2; RIM = 100.0; } } void vertex() { VERTEX.y += sin(TIME * 2.0 + VERTEX.y * 5.0) * 0.2; }