shader_type spatial; render_mode cull_disabled; uniform sampler2D npcTexture : filter_nearest; uniform vec4 color : source_color; uniform int frame; uniform int direction; const int FRAMES = 1; const int DIRECTIONS = 4; const float PIXEL_UNIT = 1.0 / 32.0; // Define pixel-perfect unit void vertex() { vec2 tileSize = vec2(1.0 / float(DIRECTIONS), 1.0 / float(FRAMES)); vec2 topLeft = tileSize * vec2( float(direction % DIRECTIONS), float(frame % FRAMES) ); vec2 bottomRight = topLeft + tileSize; if(VERTEX_ID == 3) { UV = topLeft; } else if(VERTEX_ID == 2) { UV = vec2(bottomRight.x, topLeft.y); } else if(VERTEX_ID == 1) { UV = vec2(topLeft.x, bottomRight.y); } else if(VERTEX_ID == 0) { UV = bottomRight; } // Round UV to the nearest pixel-perfect unit UV = floor(UV / PIXEL_UNIT + 0.5) * PIXEL_UNIT; } void fragment() { vec4 npcColor = texture(npcTexture, UV); if(npcColor.a == 0.0) discard; // Remove PINK background if(npcColor.r == 1.0 && npcColor.g == 0.0 && npcColor.b == 1.0) discard; // Remove GREEN borders if(npcColor.r == 0.00392156862745 && npcColor.g == 1.0 && npcColor.b == 0.0) discard; ALBEDO.rgb = npcColor.rgb * color.rgb; }