shader_type spatial; render_mode blend_mix, unshaded, alpha_to_coverage; uniform sampler2D screenMap: hint_screen_texture, repeat_disable, filter_nearest; uniform sampler2D normalMap: hint_normal_roughness_texture, repeat_disable, filter_nearest; void vertex() { POSITION = vec4( VERTEX.xy, 0.1, 1.0 ); } void fragment() { ALBEDO = textureLod( normalMap, UV, 0 ).rgb; ALPHA = textureLod( screenMap, UV, 0 ).w; }