shader_type spatial; render_mode unshaded; uniform sampler2D text; uniform vec4 color: source_color = vec4(1.0, 1.0, 1.0, 1.0); //void vertex() { // //} void fragment() { vec4 tex_color = texture(text, UV); ALBEDO = tex_color.rgb * color.rgb; ALPHA = tex_color.a * color.a; }