shader_type spatial; render_mode blend_mix, depth_prepass_alpha; uniform vec4 albedo_color : source_color; instance uniform float built_amount = 2.0; varying float model_y; // Called for every vertex the material is visible on. void vertex() { model_y = VERTEX.y; } // Called for every pixel the material is visible on. void fragment() { float base_opacity = 0.25; if (model_y > built_amount) { ALPHA = base_opacity; } else { ALPHA = 1.0; } ALBEDO.rgb = albedo_color.rgb; } // Called for every pixel for every light affecting the material. //void light() { //}