shader_type canvas_item; render_mode unshaded; uniform float strength : hint_range(0.0, 1.0) = 0.0; void fragment() { vec2 p = (UV - vec2(0.5)) * 2.0; float edge = smoothstep(0.28, 1.12, length(p)); COLOR = vec4(0.65, 0.015, 0.025, edge * strength * 0.62); }