(I'm quite new to complex shading in Blender, so I might be missing something obvious)
I'm trying to make a dynamic shader that replicates a disco floor - flashing squares that light up in a checkerboard pattern, and I've got this far:
I'm using an offset Voronoi texture for random colour, a checkerboard to define the groups of squares, a #frame value to control the speed of the flashing, and some maths to define whether to show a glossy or emission for each square. However, it only creates a flashing Vorinoi texture, and completely ignores the checkerboard.
How do I correct this? Thanks for any help
(This shader could be used for a shape with curved faces, so generating individual squares wont do, like this Reddit post suggests)
BTW, please ignore the uncalibrated scale option