shader_type spatial; uniform vec4 color : source_color; uniform float strength : hint_range(0.0, 1.0, 0.1); void vertex() { // Called for every vertex the material is visible on. } void fragment() { // Called for every pixel the material is visible on. ALBEDO = color.rgb; ALPHA = strength; } //void light() { // // Called for every pixel for every light affecting the CanvasItem. // // Uncomment to replace the default light processing function with this one. //}