shader_type spatial;
render_mode shadows_disabled, unshaded, cull_disabled;
void fragment() {
if (FRONT_FACING) {
ALBEDO = vec3(1.0, 0.0, 0.0);
ALPHA = 0.5;
} else {
ALBEDO = vec3(0.0, 1.0, 0.0);
ALPHA = 0.1;
}