shader_type spatial; render_mode blend_add,depth_draw_opaque,cull_disabled,specular_disabled,unshaded; uniform vec4 albedo : hint_color; uniform sampler2D texture_albedo : hint_albedo; void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo,base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; ALPHA = albedo.a * albedo_tex.a; }