I thought so. I'm not asking for help how to make it, I'm looking for help looking for a tutorial / already-made asset. Saving time over making a simple feature from scratch.The reason you don't find anything is because there are so many ways to go about an admittedly simple effect that it would be pointless to have specific tutorials and assets for it, not to mention how few people use 3D so it's even less likely that anything will exist.
What exactly do you need help with?
I'd be happy with a shader/ glsl code (if thats not too much of an overkill). I've learned how to translate shadertoy glsl into gamemaker glsl (no luck looking there either). OR perhaps a scrip that does it through an alpha gradient like DukeSoft suggests.But what exactly are you looking for? Like I said, there are so many ways. You might as well be asking "give me a gun model" without specifying its class, how many polys it should have, the art style, if it's real or fictional, ammunition type, if its sights are able to be looked down, file type, etc. DukeSoft gave you an example, but it could be completely against what you're after.
gl_FragColor = vec4( v_vColour.rgb * texture2D( gm_BaseTexture, v_vTexcoord ).rgb, distance(vec2(0.5), v_vTexcoord)*intensity );
Thank you. This helpsIntensity is a uniform float.Code:gl_FragColor = vec4( v_vColour.rgb * texture2D( gm_BaseTexture, v_vTexcoord ).rgb, distance(vec2(0.5), v_vTexcoord)*intensity );
Draw it to the application surface.
If you want to make a separate surface for it, the shader could be written more efficiently (get rid of texture2D).
The effect you're looking for is called a vignette. If the one I wrote is something you don't like, I managed to find one on shadertoy.