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- shader_type canvas_item;
- uniform vec3 color : source_color = vec3(1.0, 1.0, 1.0);
- void fragment() {
- // Called for every pixel the material is visible on.
- float dist = length(UV - vec2(0.5, 0.5));
- COLOR.a = 1.0 - clamp(abs(0.4 - dist)/0.1, 0.0, 1.0);
- }
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