Shader "Hidden/Vignetting" { Properties { _MainTex ("Base", 2D) = "white" {} _VignetteTex ("Vignette", 2D) = "white" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; }; sampler2D _MainTex; sampler2D _VignetteTex; half _Intensity; half _Blur; float4 _MainTex_TexelSize; half4 _MainTex_ST; half4 _VignetteTex_ST; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; o.uv2 = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP if (_MainTex_TexelSize.y < 0) o.uv2.y = 1.0 - o.uv2.y; #endif return o; } half4 frag(v2f i) : SV_Target { half2 coords = i.uv; half2 uv = i.uv; coords = (coords - 0.5) * 2.0; half coordDot = dot (coords,coords); half4 color = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST)); float mask = 1.0 - coordDot * _Intensity; half4 colorBlur = tex2D (_VignetteTex, UnityStereoScreenSpaceUVAdjust(i.uv2, _VignetteTex_ST)); color = lerp (color, colorBlur, saturate (_Blur * coordDot)); return color * mask; } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off }