shader_type spatial; render_mode unshaded; instance uniform int id; void vertex() { // Called for every vertex the material is visible on. } void fragment() { ALBEDO = vec3(cos(TIME + float(id) * 0.01), sin(TIME + float(id) * 0.01), tan(TIME + float(id) * 0.01)); } void light() { DIFFUSE_LIGHT = vec3(1.0, 1.0, 1.0); }