0 votes

I am trying to fade out a Sprite2D by using tween:

@onready var tween

func _ready():
texture = load("res://Player/Sprites/Player.png")

tween = create_tween()
tween.tween_property(self, "modulate.a", 0, 0.25)

This in itself works perfectly fine and delivers the desired effect.

However, I want to change the color of the texture at the same time using a shader.

shader_type canvas_item;

uniform bool whiten = true;
uniform float mix_weight = 1.0;

void fragment() {
    vec4 texture_color = texture(TEXTURE, UV);
    if (whiten) {
        vec3 white = vec3(1,1,1);
        vec3 whitened_texture_rgb = mix(texture_color.rgb, white, mix_weight);
        COLOR.rgb = whitened_texture_rgb;
        COLOR.a   = texture_color.a;
    } else {
        COLOR = texture_color;

When this shader is loaded into the sprite, it does apply the white coloring effect to it but the fade from the tween does not appear to work anymore. I assume the alpha value, modulate:a, during the tweening does not actually get picked up by the texture_color.a in the shader script. And I just cannot figure out why. I'd highly appreciate some help!

Disclaimer: I got the code from a youtube video about character dash ghosts. And it seems simple enough for me to think I understand it all. But I am also very new to shaders and might be missing something trivial here.

Godot version 4.0
in Engine by (12 points)

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