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