Shader "Hidden/Twirt Effect Shader" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_TexelSize; half4 _MainTex_ST; uniform float4 _CenterRadius; uniform float4x4 _RotationMatrix; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord - _CenterRadius.xy; return o; } float4 frag (v2f i) : SV_Target { float2 offset = i.uv; float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy); float2 tmp = offset / _CenterRadius.zw; float t = min (1, length(tmp)); offset = lerp (distortedOffset, offset, t); offset += _CenterRadius.xy; return tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(offset, _MainTex_ST)); } ENDCG } } Fallback off }