shader_type spatial; render_mode unshaded; uniform sampler2D tex : source_color; uniform float alpha; void fragment() { vec4 col = texture(tex, UV); if(col.a<0.5){discard;} //col.rgb = mix(vec3(0.0), col.rgb, alpha * 0.5); col.rgb = mix(vec3(dot(vec3(1.0), col.rgb) * 0.33333), col.rgb, alpha); ALBEDO = col.rgb; ALPHA = alpha * 0.5; }