shader_type spatial; render_mode blend_add,unshaded,depth_test_disabled,particle_trails; uniform sampler2D tex_main : source_color; uniform sampler2D tex_gradient : source_color; void fragment() { vec3 col_main = texture(tex_main, UV).rgb; vec3 col = texture(tex_gradient, vec2(COLOR.a,0.5)).rgb; ALBEDO = col; ALPHA = COLOR.a; }