2D sprite node in 3D environment. A node that displays 2D texture information in a 3D environment. See also [Sprite3D] where many other properties are defined. Returns a [TriangleMesh] with the sprite's vertices following its current configuration (such as its [member axis] and [member pixel_size]). Returns the value of the specified flag. Returns the rectangle representing this sprite. If [code]true[/code], the specified flag will be enabled. See [enum SpriteBase3D.DrawFlags] for a list of flags. The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for possible values. The direction in which the front of the texture faces. The billboard mode to use for the sprite. See [enum BaseMaterial3D.BillboardMode] for possible values. If [code]true[/code], texture will be centered. If [code]true[/code], texture can be seen from the back as well, if [code]false[/code], it is invisible when looking at it from behind. If [code]true[/code], texture is flipped horizontally. If [code]true[/code], texture is flipped vertically. A color value used to [i]multiply[/i] the texture's colors. Can be used for mood-coloring or to simulate the color of light. [b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the color defined in [member modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/color] must be inserted in the shader's [code]fragment()[/code] function. The texture's drawing offset. The objects' visibility on a scale from [code]0[/code] fully invisible to [code]1[/code] fully visible. The size of one pixel's width on the sprite to scale it in 3D. If [code]true[/code], the [Light3D] in the [Environment] has effects on the sprite. If [code]true[/code], the texture's transparency and the opacity are used to make those parts of the sprite invisible. If set, the texture's transparency and the opacity are used to make those parts of the sprite invisible. If set, lights in the environment affect the sprite. If set, texture can be seen from the back as well. If not, the texture is invisible when looking at it from behind. Represents the size of the [enum DrawFlags] enum. This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/i]. This mode draws fully opaque pixels in the depth prepass. This is slower than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows displaying translucent areas and smooth edges while using proper sorting.