// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/FisheyeShader" { Properties { _MainTex ("Base (RGB)", 2D) = "" {} } // Shader code pasted into all further CGPROGRAM blocks CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; float2 intensity; v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; return o; } half4 frag(v2f i) : COLOR { half2 coords = i.uv; coords = (coords - 0.5) * 2.0; half2 realCoordOffs; realCoordOffs.x = (1-coords.y * coords.y) * intensity.y * (coords.x); realCoordOffs.y = (1-coords.x * coords.x) * intensity.x * (coords.y); half4 color = tex2D (_MainTex, i.uv - realCoordOffs); return color; } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma fragmentoption ARB_precision_hint_fastest #pragma vertex vert #pragma fragment frag ENDCG } } Fallback off } // shader