shader_type canvas_item; void vertex() { // Called for every vertex the material is visible on. } void fragment() { // Called for every pixel the material is visible on. if (COLOR.rgba == vec4(1.0, 0.0, 1.0, 1.0)) { COLOR.rgb = vec3(UV.y * 8.0, UV.y * 6.0, 1.0 - (UV.y * 14.0)); } } //void light() { // Called for every pixel for every light affecting the CanvasItem. // Uncomment to replace the default light processing function with this one. //}