TowerGame/shaders/hologram.gdshader

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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() {
//}