Tint Blend
Tint a canvas_item and set how strong the tint is, useful for softer hit effects or to make it looks like something fades into darkness or fog.
Shader code
shader_type canvas_item;
uniform vec3 tint_color : source_color = vec3(1.0, 0.0, 0.0);
uniform float intensity : hint_range(0, 1) = 1.0;
void fragment(){
vec4 front = texture(TEXTURE, UV);
COLOR = mix(front, vec4(tint_color, front.a), intensity);
}
thanks!