shader_type canvas_item; uniform float flash_amount : hint_range(0.0, 1.0) = 0.0; // 0 = normal, 1 = full white void fragment() { vec4 tex_color = texture(TEXTURE, UV); COLOR = mix(tex_color, vec4(1.0, 1.0, 1.0, tex_color.a), flash_amount); }