shader_type spatial; render_mode unshaded,blend_add,world_vertex_coords,cull_disabled; uniform sampler2D tex; void vertex(){ vec3 a = mix(WORLD_MATRIX[3].xyz,WORLD_MATRIX[2].xyz,UV.y); vec3 b = mix(WORLD_MATRIX[0].xyz,WORLD_MATRIX[1].xyz,UV.y); VERTEX = mix(a,b,UV.x); UV.x = (INSTANCE_CUSTOM.w-1.0 - UV.x)/INSTANCE_CUSTOM.z; } void fragment(){ vec4 T = texture(tex,UV); ALBEDO = T.xyz; ALPHA = T.w; }