Shader "Hidden/VignetteShader" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float4 _MainTex_TexelSize; float vignetteIntensity; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; 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, uv); float mask = 1.0 - coordDot * vignetteIntensity; return color * mask; } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off } // shader