shader_type canvas_item; uniform sampler2D flag_mask : source_color, hint_default_black; uniform vec4 team_color : source_color = vec4(1.0, 0.0, 0.0, 1.0); // red by default uniform float chroma_threshold : hint_range(0.0, 1.0) = 0.01; void fragment() { vec4 base = texture(TEXTURE, UV); // --- Chroma key: discard near-black pixels --- float max_channel = max(base.r, max(base.g, base.b)); if (max_channel < chroma_threshold) { discard; } // --- Palette swap using masks --- float mask = texture(flag_mask, UV).r; // 1.0 on flag pixels, 0.0 on castle // Use the grey luminance as a brightness multiplier on the team color float brightness = base.r; // grey means R == G == B vec4 tinted = vec4(team_color.rgb * brightness * 2.0, base.a); // Blend: castle pixels stay grey, flag pixels get tinted COLOR = mix(base, tinted, mask); }