I solved the problem using hint_color and hint_albedo
For color hint_color .
For texture hint_albedo.
code += "uniform vec4 albedo : hint_color;
code += "uniform sampler2D texture_albedo : hint_albedo;
shader_type spatial;
uniform vec4 color1 : hint_color = vec4(0.4,0.5,0.3,1);
void fragment() {
vec3 color1_ = color1.rgb;
EMISSION = color1_;
}