shader_type canvas_item; uniform float progress:hint_range(-0.0, 2.0, 0.01)=0.5; uniform float backAlpha:hint_range(0.0, 1.0, 0.01)=0.25; uniform float edgeHeight:hint_range(0.0, 1.0, 0.01)=0.05; uniform float trailHeight:hint_range(0.0, 1.0, 0.01)=0.3; uniform float trailAlpha:hint_range(0.0, 1.0, 0.01)=0.5; void fragment() { if(UV.y>=1.0-progress){ if(1.0-progress+trailHeight-UV.y>0.0){ float dist=distance(UV.y,1.0-progress); COLOR=vec4(1); COLOR.a=(trailHeight-dist)/trailHeight*trailAlpha; }else{ COLOR.a*=backAlpha; } }else if(distance(UV.y,1.0-progress)