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