shader_type spatial; #include "uid://cy7b01or0ckgk" // Rhythm Helper void vertex() { // Called for every vertex the material is visible on. } void fragment() { float phase = get_bar_phase(); ALPHA = (1.0 - phase) * (UV.y > phase ? 1.0 : 0.0) * (UV.x < 1.0 - get_song_time_ratio() ? 1.0 : 0.0); ALBEDO.gb = vec2(distance(phase + 0.75, 0.75)); } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}