shader_type spatial; uniform sampler2DArray textures : filter_nearest, source_color; uniform int elements_per_row; void vertex() { // Called for every vertex the material is visible on. } void fragment() { // Called for every pixel the material is visible on. int index = int(UV2.y) * elements_per_row + int(UV2.x); vec4 element = texture(textures, vec3(UV, float(index))); ALBEDO = element.rgb; //ALPHA = element.a; } //void light() { // Called for every pixel for every light affecting the material. // Uncomment to replace the default light processing function with this one. //}