// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/VignettingShader" { Properties { _MainTex ("Base", 2D) = "" {} _VignetteTex ("Vignette", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; sampler2D _MainTex; sampler2D _VignetteTex; float4 _MainTex_TexelSize; float _Intensity; float _Blur; 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; 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 * _Intensity * 0.1; half4 colorBlur = tex2D (_VignetteTex, uv); color = lerp (color, colorBlur, saturate (_Blur * coordDot)); return color * mask; } 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 }