Welcome to the forum @f24816!
I have not tested it myself, but I think a shader like this should work:
shader_type canvas_item
void fragment() {
vec4 texture_color = texture(TEXTURE, UV);
if (texture_color.a > 0) {
COLOR = 1.0 - texture(SCREEN_TEXTURE, SCREEN_UV);
} else {
COLOR = vec4(0.0, 0.0, 0.0, 0.0)l
}
}
Then you just need to use a TextureRect (or similar) node with a crosshair that has pixels where you want the inverted effect to be, and then it should work. :smile: