shader_type spatial; render_mode depth_prepass_alpha, unshaded; uniform sampler2D texture_albedo : filter_nearest; void fragment() { vec4 albedo = texture(texture_albedo, UV); float alpha = albedo.a; vec4 albedo_negative = vec4(1.0) - albedo; ALBEDO = vec3(albedo_negative.rgb); ALPHA = alpha; }