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1 year ago
shader_type spatial;
render_mode unshaded,cull_disabled;
uniform sampler2D tex_main : source_color;
uniform sampler2D tex_noise : source_color;
void fragment() {
vec4 col = texture(tex_main, UV);
float noise_alpha = texture(tex_noise, UV).r;
if (COLOR.a >= noise_alpha){
noise_alpha = 1.0;
}
ALBEDO = COLOR.rgb;
ALPHA = COLOR.a * col.r * noise_alpha;
}