If you want a simple solution just randomize the radius too:
private Point CalculatePoint()
{
var angle = _random.NextDouble() * Math.PI * 2;
var radius = _random.NextDouble() * _radius;
var x = _originX + radius * Math.Cos(angle);
var y = _originY + radius * Math.Sin(angle);
return new Point((int)x,(int)y);
}
That however results in your points being more concentrated in the center of the circle:

In order to have a more uniform distribution, there's a small tweak you can make to the algorithm:
var radius = Math.Sqrt(_random.NextDouble()) * _radius;
With this change, your distribution will become like the following image, which is probably preferrable:

Source of this information: MathWorld - Disk Point Picking.