shader_type canvas_item; uniform vec4 color:source_color; uniform float mixProgress:hint_range(0.0, 1.0, 0.01)=0.5; void fragment() { float maxDistance=0.5; float dist=distance(UV,vec2(0.5)); vec4 mixed=vec4(color.rgb,smoothstep(0,1,(maxDistance-dist)/maxDistance)); COLOR=mix(COLOR,mixed,mixProgress); }