2D sprite node in 3D environment. A node that displays 2D texture information in a 3D environment. Returns the value of the specified flag. Returns the rectangle representing this sprite. If [code]true[/code], the specified flag will be enabled. The direction in which the front of the texture faces. 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 GeometryInstance.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 [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the shader's [code]fragment()[/code] function. The texture's drawing offset. The texture's visibility on a scale from [code]0[/code] (fully invisible) to [code]1[/code] (fully visible). [member opacity] is a multiplier for the [member modulate] color's alpha channel. [b]Note:[/b] If a [member GeometryInstance.material_override] is defined on the [SpriteBase3D], the material override must be configured to take vertex colors into account for albedo. Otherwise, the opacity defined in [member opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial.vertex_color_use_as_albedo] must be [code]true[/code]. For a [ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the shader's [code]fragment()[/code] function. The size of one pixel's width on the sprite to scale it in 3D. If [code]true[/code], the [Light] 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, it is invisible when looking at it from behind. Represents the size of the [enum DrawFlags] enum.