shader_type canvas_item; uniform sampler2D noise_texture : repeat_disable, filter_nearest; uniform float progress : hint_range(0.0, 1.0) = 0.0; uniform float edge_softness : hint_range(0.0, 0.5) = 0.0; void fragment() { vec4 sprite_color = texture(TEXTURE, UV); float noise_val = texture(noise_texture, UV).r; float phase1_progress = clamp(progress * 2.0, 0.0, 1.0); float phase2_progress = clamp((progress - 0.5) * 2.0, 0.0, 1.0); float visibility = smoothstep(noise_val - edge_softness, noise_val + edge_softness, phase1_progress); float color_transition = smoothstep(noise_val - edge_softness, noise_val + edge_softness, phase2_progress); vec4 white_color = vec4(1.0, 1.0, 1.0, sprite_color.a); vec4 final_color = mix(white_color, sprite_color, color_transition); final_color.a *= visibility; COLOR = final_color; }