shader_type spatial; render_mode unshaded, shadows_disabled, cull_disabled; #include "uid://cy7b01or0ckgk" // Rhythm Helper uniform vec3 color: source_color = vec3(1.0, 1.0, 1.0); uniform float alpha_multiplier: hint_range(0.0, 1.0, 0.001) = 0.25; uniform sampler2D albedo; uniform float flash_exponent = 3.0; void vertex() { // Called for every vertex the material is visible on. } void fragment() { float phase = get_beat_phase(); vec4 tex = texture(albedo, UV); ALBEDO = mix(tex.rgb, color.rgb, 0.5); ALPHA = tex.a * ease(1.0 - phase, flash_exponent) * alpha_multiplier;//mix(tex.a, color.a * (1.0 - phase), 0.5); } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}