shader_type spatial; render_mode blend_mix,cull_disabled,unshaded,depth_draw_opaque,depth_test_disabled; // Base color + opacity uniform vec4 albedo : source_color; void fragment() { ALBEDO = albedo.rgb; if (length(UV - vec2(0.5)) > 0.5) { discard; } // Fancy dithered alpha stuff float opacity = albedo.a; int x = int(FRAGCOORD.x) % 4; int y = int(FRAGCOORD.y) % 4; int index = x + y * 4; float limit = 0.0; if (x < 8) { if (index == 0) limit = 0.0625; if (index == 1) limit = 0.5625; if (index == 2) limit = 0.1875; if (index == 3) limit = 0.6875; if (index == 4) limit = 0.8125; if (index == 5) limit = 0.3125; if (index == 6) limit = 0.9375; if (index == 7) limit = 0.4375; if (index == 8) limit = 0.25; if (index == 9) limit = 0.75; if (index == 10) limit = 0.125; if (index == 11) limit = 0.625; if (index == 12) limit = 1.0; if (index == 13) limit = 0.5; if (index == 14) limit = 0.875; if (index == 15) limit = 0.375; } // Skip drawing a pixel below the opacity limit if (opacity < limit) discard; }