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shader_type spatial;
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render_mode cull_disabled;
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uniform sampler2D wing_pattern_sampler : repeat_disable;
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uniform vec3 emission_color : source_color = vec3(1.0);
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uniform float global_intensity = 1.0;
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void fragment() {
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float wing_pattern = texture(wing_pattern_sampler, UV).x;
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float pulse = ((1.0 + sin(UV.y + TIME)) / 2.0) + 0.5;
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ALBEDO = vec3(0.0);
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EMISSION = emission_color * smoothstep(0.51, 0.49, wing_pattern) * pulse * global_intensity;
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}
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uid://cucygkmpgoqm5
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