shader_type canvas_item; uniform vec4 blend : source_color = vec4(1.0, 1.0, 1.0, 1.0); uniform float schedule = 1.0; //将贴图渲染为阴影 void fragment() { vec4 textureColor = texture(TEXTURE, UV); vec4 col = mix(textureColor, blend, schedule); COLOR = mix(vec4(0.0, 0.0, 0.0, 0.0), col, textureColor.a); }