shader_type spatial; uniform float offset_from_ground = 0.5; uniform float waves = 8.0; uniform float speed = 2.0; uniform float wave_height = 0.5; void vertex() { // Changing the waves parameter changes how warped the sphere is VERTEX.y += offset_from_ground + sin(VERTEX.x * waves + TIME * speed) * wave_height; } void fragment() { ALBEDO = vec3(0.8, 0.5, 0.0); METALLIC = 1.0; ROUGHNESS = 0.1; }