Shader "Hidden/ProCamera2D/TransitionsFX/Circle" { Properties { _MainTex ("Texture", 2D) = "white" {} _Step ("Step", Range(0, 1)) = 0 _BackgroundColor ("Background Color", Color) = (0, 0, 0, 1) } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; float _Step; float4 _BackgroundColor; fixed4 frag (v2f i) : SV_Target { fixed4 colour = _BackgroundColor; float aspectRatio = _ScreenParams.y / _ScreenParams.x; if (sqrt((float)(pow(i.uv.x - 0.5, 2) + pow((i.uv.y - 0.5) * aspectRatio, 2) < 0.5 - (_Step / 2)))) colour = tex2D(_MainTex, i.uv); return colour; } ENDCG } } }