shader_type canvas_item; void vertex() { // Called for every vertex the material is visible on. } uniform float r: hint_range(0.0, 1.0) = 1.0; uniform float g: hint_range(0.0, 1.0) = 1.0; uniform float b: hint_range(0.0, 1.0) = 1.0; uniform float opacity : hint_range(0.0, 1.0) = 1.0; void fragment() { vec4 sprite_color = texture(TEXTURE, UV); COLOR = vec4(sprite_color.r * r,sprite_color.g * g,sprite_color.b * b, sprite_color.a * opacity )*COLOR; }