shader_type canvas_item; uniform vec4 color = vec4(1.0); uniform float intensity : hint_range(0.0, 1.0) = 0.0; uniform float alpha_modulate : hint_range(0.0, 1.0) = 1.0; void fragment() { vec4 tex = texture(TEXTURE, UV); tex.rgb = mix(tex.rgb, color.rgb, intensity); COLOR = tex; COLOR.a *= alpha_modulate; }