netfishing/player/materials/player_blob_shadow.gdshader

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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;
}