shader_type canvas_item; uniform float inner:hint_range(0.0, 1.0, 0.01)=0.5; uniform float outer:hint_range(0.0, 1.0, 0.01)=0.75; uniform float alpha:hint_range(0.0, 1.0, 0.01)=1; void fragment() { vec2 center=vec2(0.5); float dist=distance(UV,center)*2.0; COLOR.a=float(inner