How to add blurry effect to outline of circle wipe

This is a simple circle wipe used based on where users tap on their screen. I would like to make the outline of the circle blurry. If there is anyone who knows how to add blurry effect, would you give me some advice? Hopefully,

I would like the outline to be as blurry as the one in the link below.

An ideal example

Here’s the shader I use.

Shader "Unlit/CircleWipe"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
        _FadeTex("Fade Texture", 2D) = "white" {}
        _Radius("Wipe Radius", Float) = 0
        _Horizontal("Horizontal ratio", Float) = 0
        _Vertical("Vertical ratio", Float) = 0
        _RadiusSpeed("Radius Speed", Float) = 1
        _CenterX("Center X",  Range(0.0, 1.0)) = 0.5
        _CenterY("Center Y",  Range(0.0, 1.0)) = 0.5
        _FadeColour("Fade Colour", Color) = (1,1,1,0)
        _Offset("Offset", Vector) = (0,0,0,0)
    }
    SubShader
    {
        Tags { "RenderType" = "Transparent" "Queue" = "Transparent" }
        Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            sampler2D _FadeTex;
            float4 _MainTex_ST;
            float _Radius;
            float _Horizontal;
            float _Vertical;
            float _RadiusSpeed;
            float _CenterX;
            float _CenterY;
            fixed4 _FadeColour : COLOR;
            float4 _Offset;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 col = tex2D(_MainTex, i.uv);
                fixed4 fadeCol = _FadeColour * tex2D(_FadeTex, i.uv);

                float3 pos = float3((i.uv.x - _Offset.x - 0.5) / _Vertical,
                    (i.uv.y - _Offset.y - 0.5) / _Horizontal, 0);

                return length(pos) > _Radius / _RadiusSpeed ? col : _FadeColour;
            }
            ENDCG
        }
    }
}

fixed4 frag(v2f i) : SV_Target
{
    fixed4 topCol = tex2D( _MainTex , i.uv );
    fixed4 fadeCol = _FadeColour * tex2D( _FadeTex , i.uv );
    float2 center = float2( _CenterX , _CenterY );
    float2 pos = i.uv.xy;
    float dist = length( (pos - center) * float2( _Vertical , _Horizontal ) );
    return lerp( fadeCol , topCol , smoothstep( _Radius , _Radius+0.05 , dist ) );
}
  • change _Vertical & _Horizontal defaults to 1
  • change _FadeColour default alpha to 1 ( (1,1,1,1))