// Original by ChaffDave : https://godotshaders.com/shader/tilt-shift-shader/ shader_type canvas_item; uniform float limit: hint_range(0.0,0.5) = 0.2; uniform float blur: hint_range(0.0,8.0) = 2.0; uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap; void fragment(){ if (UV.y 1.0-limit){ float blur_amount = blur * (1.0 - ((1.0 - SCREEN_UV.y) / limit)); COLOR = textureLod(screen_texture, SCREEN_UV, blur_amount); } else { COLOR.a = 0.0; } }