使用一个渐变图来引导流光的走向
shader_type canvas_item;
uniform sampler2D light_vector;
uniform float width = 0.08;
void fragment(){
vec4 color = texture(TEXTURE,UV);
if(color.a != 0.0){
float v = texture(light_vector,UV).r;
float diff = v - cos(TIME*0.5);
if(abs(diff) < width){
color = vec4(0.3,0.3,0.0,0.3)*(1.0 - abs(diff)/width) + color;
}
}
COLOR = color;
}