1 Shader "Hidden/VignetteShader" {
2     Properties {
3         _MainTex (
"Base (RGB)", 2D) = "" {}
4     }
5     
6     CGINCLUDE
7     
8     #include
"UnityCG.cginc"
9     
10     
struct v2f {
11         float4 pos : SV_POSITION;
12         float2 uv : TEXCOORD0;
13     };
14     
15     sampler2D _MainTex;
16     
17     float4 _MainTex_TexelSize;
18     
float vignetteIntensity;
19         
20     v2f vert( appdata_img v ) {
21         v2f o;
22         o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
23         
24         o.uv = v.texcoord.xy;
25         
return o;
26     }
27     
28     half4 frag(v2f i) : SV_Target {
29         half2 coords = i.uv;
30         half2 uv = i.uv;
31         
32         coords = (coords -
0.5) * 2.0;
33         half coordDot = dot (coords,coords);
34         half4 color = tex2D (_MainTex, uv);
35                  
36         
float mask = 1.0 - coordDot * vignetteIntensity;
37         
return color * mask;
38     }
39
40     ENDCG
41     
42 Subshader {
43  Pass {
44       ZTest Always Cull Off ZWrite Off
45
46       CGPROGRAM
47       
48       #pragma vertex vert
49       #pragma fragment frag
50
51       ENDCG
52   }
53 }
54     
55 Fallback off
56
57 }
// shader


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