shader_type spatial; render_mode blend_add,unshaded; uniform sampler2D tex_main : source_color; uniform sampler2D tex_noise : source_color; uniform sampler2D tex_mask : source_color; void fragment() { vec2 uv2 = UV - 1.0 * vec2(mod(TIME, 2.0) - 1.0, 0); vec4 col_main = texture(tex_main, UV); vec4 col_noise = texture(tex_noise, UV - 0.5 * vec2(mod(TIME, 2.0) - 1.0, 0)); vec4 col_mask = texture(tex_mask, UV); vec4 col = col_mask * COLOR * 1.0 + (col_noise + col_main) * COLOR; ALBEDO = col.rgb; ALPHA = col_mask.r * COLOR.a; }