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A single texture isn't necessarily enough to cover this, it depends on the situation and it has to be adjusted to the size you need, or it'll get pixelated, or waste data As suggested in the documentation, the general purpose (or fallback) solution is to use a gradient:
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Neutral Point Light Texture:
https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html
As much of Godot should work out of the box as possible. Make this texture a default in engine. Users shouldn't have to go to a random page on the docs to download a random texture to get a working 2D light. Drag and drop.
Godot should "just work" as much as possible.
Actually, as a general rule, Godot should always revert to a known working default vs. throwing a warning that something is missing needs deep discussion and resolution.
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