shader_type spatial; render_mode unshaded, cull_disabled, depth_draw_never; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; void fragment() { vec3 surface_color = textureLod(screen_texture, SCREEN_UV, 0.0).rgb; vec3 inverted_color = vec3(1.0) - surface_color; ALBEDO = inverted_color; EMISSION = inverted_color; }