shader_type spatial; void fragment() { if (TIME < 0.5){ ALBEDO = vec3(0.0, 0.0, 0.0); }else if (TIME >= 0.5 && TIME <= 1.0){ ALBEDO = vec3(0.5, 0.5, 0.5); }else if (TIME > 1.0){ ALBEDO = vec3(1.0, 0.0, 0.0); } } //void light() { // Called for every pixel for every light affecting the material. // Uncomment to replace the default light processing function with this one. //}