shader_type spatial; render_mode cull_disabled; uniform sampler2D tex : source_color, filter_nearest; uniform float intensity = 1; void vertex() { // Called for every vertex the material is visible on. } void fragment() { vec4 color = texture(tex,UV); ALBEDO = vec3(0,0,0); EMISSION = color.rgb * intensity; ALPHA = color.a; } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}