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