shader_type canvas_item; uniform float flash_value : hint_range(0.0, 1.0) = 0.0; void vertex() { // Called for every vertex the material is visible on. } void fragment() { vec4 original_color = COLOR; vec4 flash_color = vec4(1.0, 1.0, 1.0, 1.0); // White color COLOR = mix(original_color, flash_color, flash_value); } //void light() { // // Called for every pixel for every light affecting the CanvasItem. // // Uncomment to replace the default light processing function with this one. //}