[gd_resource type="ShaderMaterial" load_steps=3 format=2] [ext_resource path="res://effects/sink_block_tiled_texture.png" type="Texture" id=1] [sub_resource type="Shader" id=12] code = "shader_type spatial; render_mode unshaded, cull_front; uniform sampler2D texture_albedo : hint_albedo; void fragment() { vec2 uv = SCREEN_UV; uv.x += sin((TIME + SCREEN_UV.y) * 5.0)/5.0; ALBEDO = texture(texture_albedo, uv).rgb; } " [resource] shader = SubResource( 12 ) shader_param/texture_albedo = ExtResource( 1 )