shader_type spatial; render_mode blend_add,unshaded,depth_test_disabled; uniform sampler2D tex_main : source_color; void fragment() { vec4 col = texture(tex_main, UV); if(col.r==0.0){ discard; } ALBEDO = COLOR.rgb * col.r; ALPHA = COLOR.a * col.r; EMISSION = vec3(col.r); }