shader_type spatial; uniform sampler2D normal; uniform sampler2D color; void vertex() { // Called for every vertex the material is visible on. } void fragment() { ALBEDO = vec3(0.1,0.1,0.1); NORMAL = texture(normal,UV).rgb; ALPHA = 0.4; } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}