shader_type spatial; render_mode blend_mix, cull_front, unshaded; uniform vec4 color : source_color = vec4(1,0,0,1); uniform float size : hint_range(1.0, 1.5, 0.01) = 1.05; void vertex() { VERTEX *= size; } void fragment() { ALBEDO = color.rgb; ALPHA = color.a; }