shader_type spatial; render_mode depth_prepass_alpha,unshaded; uniform sampler2D tex : source_color,filter_nearest; uniform float flash_white; void fragment() { vec4 col = texture(tex, UV); if(col.a<0.5){discard;} if(flash_white>0.0){ col.rgb = col.rgb * (flash_white + 1.0) * vec3(1,1,1); } ALBEDO = col.rgb; ALPHA = 1.0; } void light() { DIFFUSE_LIGHT = vec3(0, 0, 0); }