shader_type canvas_item; uniform float SCREEN_HEIGHT = 240.0; void vertex() { // Called for every vertex the material is visible on. } void fragment() { // Called for every pixel the material is visible on. int y_index = int(UV.y * SCREEN_HEIGHT); if(y_index % 2 == 0){ COLOR.a = 0.05; } else { COLOR.a = 0.0; } } //void light() { // Called for every pixel for every light affecting the CanvasItem. // Uncomment to replace the default light processing function with this one. //}