shader_type spatial; render_mode cull_front, unshaded; uniform bool is_active; const vec3 color = vec3(0.95, 0.71, 0.01); const float thickness = 0.1; void vertex() { if(is_active) { VERTEX += NORMAL * thickness; } } void fragment() { if (is_active) { ALBEDO = color; ALPHA = 0.5; } } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}