[gd_resource type="Shader" format=2] [resource] code = "shader_type spatial; render_mode blend_mix,depth_draw_opaque,cull_back,specular_disabled,vertex_lighting; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo; void fragment() { vec2 base_uv = UV; vec2 base_uv2 = UV2; vec4 albedo_tex = texture(texture_albedo, base_uv); float ratio = COLOR.a; if (ratio < 0.998) { vec4 albedo_tex2 = texture(texture_albedo, base_uv2); albedo_tex *= ratio; albedo_tex2 *= 1.0 - ratio; albedo_tex += albedo_tex2; } albedo_tex *= COLOR; ALBEDO = albedo.rgb * albedo_tex.rgb; } "