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project-thor/Shaders/build_transparent.gdshader
2025-08-14 17:43:11 +02:00

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shader_type spatial;
uniform float alpha;
void vertex() {
// Called for every vertex the material is visible on.
}
void fragment() {
ALBEDO = vec3(0,1.0,0);
ALPHA = alpha;
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}