shader_type canvas_item; render_mode unshaded; void fragment() { vec4 pixel = texture(TEXTURE, UV); float brightness = max(pixel.r, max(pixel.g, pixel.b)); COLOR = vec4(vec3(1.0, 0.19, 0.16) * (0.7 + brightness * 0.3), pixel.a * smoothstep(0.03, 0.16, brightness)); }