shader_type canvas_item; uniform sampler2D dissolve_texture : hint_default_transparent; uniform float dissolve_value : hint_range(0,1); void fragment(){ vec4 main_texture = texture(TEXTURE, UV); vec4 noise_texture = texture(dissolve_texture, UV); main_texture.a *= floor(dissolve_value + min(1, noise_texture.x)); COLOR = main_texture; }