[gd_resource type="ShaderMaterial" format=3] [sub_resource type="Shader" id="Shader_iwepy"] code = "shader_type spatial; render_mode blend_mix, depth_draw_opaque, depth_test_default, cull_back, diffuse_lambert, specular_schlick_ggx; uniform vec4 BaseColor : source_color; void fragment() { // ColorParameter:5 vec4 n_out5p0 = BaseColor; // Output:0 ALBEDO = vec3(n_out5p0.xyz); } " [resource] render_priority = 0 shader = SubResource("Shader_iwepy") shader_parameter/BaseColor = Color(0.313726, 1, 0, 1)