// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/Twist Effect" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog { Mode off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" uniform sampler2D _MainTex; uniform float4 _MainTex_ST; uniform float4 _MainTex_TexelSize; uniform float _Angle; uniform float4 _CenterRadius; struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; float2 uvOrig : TEXCOORD1; }; v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); float2 uv = v.texcoord.xy - _CenterRadius.xy; o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); o.uvOrig = uv; return o; } float4 frag (v2f i) : COLOR { float2 offset = i.uvOrig; float angle = 1.0 - length(offset / _CenterRadius.zw); angle = max (0, angle); angle = angle * angle * _Angle; float cosLength, sinLength; sincos (angle, sinLength, cosLength); float2 uv; uv.x = cosLength * offset[0] - sinLength * offset[1]; uv.y = sinLength * offset[0] + cosLength * offset[1]; uv += _CenterRadius.xy; return tex2D(_MainTex, uv); } ENDCG } } Fallback off }