| 123456789101112131415161718192021 | shader_type canvas_item;render_mode unshaded;uniform float cutoff: hint_range(0.0, 1.0);uniform sampler2D mask: source_color;uniform float smoothSize : hint_range(0.0, 1.0);void fragment() {	// Called for every pixel the material is visible on.	float value = texture(mask, UV).r;	float alpha = smoothstep(cutoff, cutoff+smoothSize, value);	COLOR = vec4(COLOR.rgb, alpha);}//void light() {	// Called for every pixel for every light affecting the CanvasItem.	// Uncomment to replace the default light processing function with this one.//}
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