shader_type spatial; uniform sampler2D tilemap_camera: repeat_disable; uniform float scale = 8; void vertex() { vec3 world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; vec2 pos = world_position.xz; pos.y -= world_position.y; pos /= scale; UV = pos; } void fragment() { ALBEDO = texture(tilemap_camera, UV).rgb; }