How to make a basic unlit spatial shader

Using 4.2

I was surprised to find that I could not find the answer to this by Googling it, so hopefully this post will get an answer and show up in Google results for other people.

How do I make a super simple unlit spatial shader in Godot?

GPT4 actually knew the answer to this one:

shader_type spatial;
render_mode unshaded;

void fragment() {
    ALBEDO = texture(TEXTURE, UV).rgb;
}

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