shader_type canvas_item; uniform float pixel_size : hint_range(0.01, 1.0); void fragment() { vec4 color = texture(TEXTURE, UV); float light = 0.8; float dark = 0.4; float val = dark; if ( int(UV.y * 8.0 * pixel_size) % 2 == 1 ) { if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) { val = dark; } else { val = light; } } else { if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) { val = light; } else { val = dark; } } color.rgb = vec3(val, val, val); COLOR = color; }