shader_type canvas_item; uniform vec4 replace : source_color = vec4(0.0); uniform float intensity : hint_range(0.0, 5.0, 0.1); void vertex() { // Called for every vertex the material is visible on. } void fragment() { vec4 tex_color = texture(TEXTURE, UV); float color_diff = distance(tex_color.rgb, replace.rgb); if (color_diff < 0.03) { COLOR = tex_color * intensity; } else { COLOR = tex_color; } }