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.
- //}
|