shader_type canvas_item; render_mode unshaded; uniform float cutoff:hint_range(0.0, 1.0, 0.1); uniform float smooth_size: hint_range(0.0,1.0,0.1); uniform sampler2D mask; void fragment() { float value =texture(mask,UV).r; float alpha =smoothstep(cutoff,cutoff,value); COLOR=vec4(COLOR.rgb,alpha); }