shader_type spatial; uniform sampler2D tex_main : source_color; uniform bool is_shine; void fragment() { vec4 col = texture(tex_main, UV); float shine = 1.0; if(is_shine){ shine += texture(tex_main, UV).r * (2.0 + sin(TIME*2.0)); } ALBEDO = COLOR.rgb * col.r; ALPHA = COLOR.a * col.r; EMISSION = COLOR.rgb * shine; }