shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded; uniform float softness : hint_range(0.0, 1.0) = 0.45; uniform vec3 tint : source_color = vec3(0.95, 0.93, 0.88); void fragment() { float edge_dist = abs(UV.y - 0.5) * 2.0; float alpha = 1.0 - smoothstep(0.0, 1.0, edge_dist); alpha *= smoothstep(0.0, 0.2, UV.x) * smoothstep(0.0, 0.2, 1.0 - UV.x); alpha *= softness * 0.35; ALBEDO = tint; ALPHA = alpha; }