shader_type spatial; uniform sampler2D albedo : hint_default_black, source_color; void vertex() { } void fragment() { // Called for every pixel the material is visible on. vec4 col = texture(albedo, UV); ALPHA = col.w; ALBEDO = col.xyz; } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}