Shader "Custom/VignetteShader" { Properties { _MainTex ("Texture", 2D) = "white" {} _VRadius ("Vignette Radius", Range(0.0, 1.0)) = 1.0 _VSoft ("Vignette Softness", Range(0.0, 1.0)) = 0.5 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_instancing #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Insert o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } //sampler2D _MainTex; UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); //Insert float _VRadius; float _VSoft; fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); //Insert fixed4 col = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv); //Insert // just invert the colors //col.rgb = 1 - col.rgb; //return col; float distFromCenter = distance(i.uv.xy, float2(0.5, 0.5)); float vignette = smoothstep(_VRadius, _VRadius - _VSoft, distFromCenter); col = saturate(col * vignette); return col; } ENDCG } } }