shader_type canvas_item; uniform float blur_amount : hint_range(0, 5); uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; uniform vec4 color: source_color; uniform float multiplier = 0.2; uniform float softness = 3.0; void fragment() { float value = distance(UV, vec2(0.5)) * -1.0; // COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, blur_amount); COLOR = textureLod(SCREEN_TEXTURE,SCREEN_UV, smoothstep(softness, multiplier,value)); }