shader_type canvas_item; render_mode blend_mix; uniform bool flash; uniform float flash_strength = 0.4; uniform vec4 highlight : source_color = vec4(1,1,1,0); void vertex() { } void fragment() { vec4 col = texture(TEXTURE, UV); vec4 h = highlight; if(flash){ h.a = flash_strength * (sin(TIME * 10.0) + 1.0)/2.0; } //COLOR.r *= col.r; //COLOR.g *= col.g; //COLOR.b *= col.b; COLOR.rgb = mix(COLOR.rgb, h.rgb, h.a); COLOR.a = col.a * COLOR.a; }