[gd_resource type="ShaderMaterial" load_steps=2 format=2] [sub_resource type="Shader" id=2] code = "shader_type canvas_item; void fragment() { COLOR = texture(TEXTURE, UV); // fucked up lighting change to make blood work perfectly if (AT_LIGHT_PASS) { COLOR = vec4(1.0, 1.0, 1.0, COLOR.a); } }" [resource] shader = SubResource( 2 )