shader_type spatial; render_mode unshaded, cull_disabled, blend_mix; uniform float mist_level = 0.0; uniform float blur_amount : hint_range(0, 5); void vertex() { POSITION = vec4(VERTEX, 1.0); } void fragment() { ALBEDO = textureLod(SCREEN_TEXTURE, SCREEN_UV, 5.0*mist_level).rgb; ALPHA = mist_level; }