extends ColorRect func _ready() -> void: rect_size = Global.current_project.size if self == Global.transparent_checker: fit_rect(Global.current_project.get_tile_mode_rect()) Global.second_viewport.get_node("Viewport/TransparentChecker")._ready() Global.small_preview_viewport.get_node("Viewport/TransparentChecker")._ready() material.set_shader_param("size", Global.checker_size) material.set_shader_param("color1", Global.checker_color_1) material.set_shader_param("color2", Global.checker_color_2) material.set_shader_param("follow_movement", Global.checker_follow_movement) material.set_shader_param("follow_scale", Global.checker_follow_scale) func update_offset(offset : Vector2, scale : Vector2) -> void: material.set_shader_param("offset", offset) material.set_shader_param("scale", scale) func _on_TransparentChecker_resized() -> void: material.set_shader_param("rect_size", rect_size) func fit_rect(rect : Rect2) -> void: rect_position = rect.position rect_size = rect.size func transparency(value :float) -> void: # first make viewport transparent then background and then viewport if value == 1: get_parent().transparent_bg = false get_tree().get_root().set_transparent_background(false) else: OS.window_per_pixel_transparency_enabled = true get_parent().transparent_bg = true get_tree().get_root().set_transparent_background(true) # this controls opacity 0 for transparent, 1 or a greater value than 1 is opaque # i have set a minimum amount for the fade (We would'nt want the canvas to dissapear now would we?) material.set("shader_param/alpha",clamp(value,0.1,1))