# Polygon node Generates a regular polygon shape based on input UV at the size specified by inputs width and height. The polygon's amount of sides is determined by input sides. The generated shape can be offset or tiled by connecting a [TilingAndOffset](/documentation/Nodes/UV/TilingAndOffset.md) node. Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating polygon effect first connect your TilingAndOffset output through a Fract node.
**Inputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|UV|Input UV value| |sides|int|none|Number of sides of the polygon| |width|float|none|Polygon width| |height|float|none|Polygon height| **Outputs** |Name|Type|Binding|Description| |---|---|---|---| |output|float|None|Output polygon value| **ShaderInc location**
`res://addons/ShaderLib/Procedural/Procedural.gdshaderinc` **Method signature**
`float polygon_shape(vec2 uv, int sides, float width, float height)` **Parameters** |Name|Type|Description| |---|---|---| |uv|vec2|Input UV value| |sides|int|Number of sides of the polygon| |width|float|Polygon width| |height|float|Polygon height| ___