shader_type spatial; render_mode unshaded, cull_disabled; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture; uniform float blur_amount: hint_range(0.0, 5.0, 0.1) = 2; void fragment() { vec4 lod = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount); ALBEDO = lod.xyz; }