shader_type canvas_item; uniform float mixing = -0.1; uniform bool blinking=false; uniform float timeParam=3.0; uniform float maxMixing=0.15; void fragment(){ vec4 color = texture(TEXTURE,UV); float newMixing=mixing; if (!blinking) { newMixing=mixing; } else { newMixing=sin(TIME*timeParam)*((maxMixing-mixing)/2.0)+(mixing+maxMixing)/2.0; } color.rgb = mix(color.rgb, vec3(1,1,1).rgb, newMixing); COLOR = color; }