shader_type spatial; render_mode blend_mix, depth_draw_never, cull_disabled, unshaded; uniform vec4 shadow_color : source_color = vec4(0.035, 0.105, 0.125, 0.18); uniform float inner_softness : hint_range(0.0, 0.8, 0.01) = 0.05; void fragment() { vec2 centered_uv = (UV - vec2(0.5)) * 2.0; float radial_distance = dot(centered_uv, centered_uv); float falloff = 1.0 - smoothstep(inner_softness, 1.0, radial_distance); ALBEDO = shadow_color.rgb; ALPHA = shadow_color.a * falloff; }