shader_type spatial; render_mode blend_add,unshaded; uniform sampler2D tex_main : source_color; uniform vec2 sheet_size = vec2(1,1); //void vertex() { //vec3 billboard_offset = VERTEX; //VERTEX.xz = normalize(INV_VIEW_MATRIX[0].xz) * billboard_offset.x + normalize(INV_VIEW_MATRIX[2].xz) * billboard_offset.z; //VERTEX.y = billboard_offset.y; //} void fragment() { vec4 col = texture(tex_main, UV); ALBEDO = mix(col.rgb, COLOR.rgb, COLOR.a); ALPHA = col.r; }