going/project/materials/tree_abstractor.gdshader

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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.
//}