// NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx, unshaded; uniform vec4 albedo : source_color; uniform float opacityModulationStrength : hint_range(0,1) = 0.2; uniform float opacityModulationDuration : hint_range(0,10) = 1; varying vec4 appliedColor; void vertex() { float sinTime = sin( mod( TIME, opacityModulationDuration ) / opacityModulationDuration * PI * 2.0 ) / 2.0; float alpha = 1.0 - opacityModulationStrength * 0.5 + sinTime * opacityModulationStrength; appliedColor = albedo ; appliedColor.a *= alpha; } void fragment() { ALBEDO = appliedColor.rgb; ALPHA *= appliedColor.a; }