shader_type spatial; render_mode unshaded; /* 0 0 0.025 0.173 0.05 0.247 0.1 0.349 0.2 0.486 0.3 0.584 0.4 0.663 0.5 0.733 1 1 */ vec3 fix_unshaded(vec3 xy) { return 0.9999857*pow(xy, vec3(2.223058)); } void fragment() { ALBEDO = fix_unshaded(vec3(UV, VERTEX.z)); }