shader_type canvas_item; uniform vec4 stripe_a : source_color; uniform vec4 stripe_b : source_color; uniform float band_px = 16.0; // 16px bands per README uniform float vignette = 0.55; // edge darkening strength void fragment() { // Coordinate spaces differ on purpose: the stripe uses FRAGCOORD (screen-space, // not node-local), while the vignette below uses UV (node-local, 0..1 across // this node's rect). An offset DarkBay instance therefore keeps its stripes // anchored to the screen rather than restarting at the node's own origin — // intended for full-bleed use. // 135deg diagonal stripe: sum of pixel coords, banded. vec2 px = FRAGCOORD.xy; float diag = px.x + px.y; float band = mod(floor(diag / band_px), 2.0); vec4 base = mix(stripe_a, stripe_b, band); // radial vignette centred slightly high (README: 50% 38%). float d = distance(UV, vec2(0.5, 0.38)); base.rgb *= 1.0 - clamp(d * vignette, 0.0, 1.0); COLOR = base; }