shader_type spatial; render_mode unshaded; /* uniform float time_scale = 3.0; uniform float wave_amplitude = 0.5; uniform float wave_frequency = 1.0; void vertex() { float random_seed_offset = INSTANCE_CUSTOM.x * 100.0; float scaled_time = (TIME + random_seed_offset) * time_scale; VERTEX.x += sin(VERTEX.y * wave_frequency + scaled_time) * wave_amplitude; } void fragment() { ALBEDO = COLOR.rgb; ALPHA = COLOR.a; }*/