Shader "VR/TunnelingVignette" { Properties { _ApertureSize("Aperture Size", Range(0, 1)) = 0.7 _FeatheringEffect("Feathering Effect", Range(0, 1)) = 0.2 _VignetteColor("Vignette Color", Color) = (0, 0, 0, 1) _VignetteColorBlend("Vignette Color Blend", Color) = (0, 0, 0, 1) } SubShader { Tags { "Queue" = "Transparent+5" "IgnoreProjector" = "True" "RenderType" = "Transparent" } LOD 100 Pass { Blend SrcAlpha OneMinusSrcAlpha ZTest Always ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; float4 _VignetteColor; float4 _VignetteColorBlend; float _ApertureSize; float _FeatheringEffect; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float uvY = i.uv.y; float alphaMin = (0.5 - sqrt(0.25 - ((_ApertureSize * _ApertureSize) * 0.25))); float alpha = saturate(((uvY - alphaMin) / (_FeatheringEffect * _FeatheringEffect + 0.0001))); fixed4 color = lerp(_VignetteColor, _VignetteColorBlend, uvY * 2); color.w *= alpha; return color; } ENDCG } } }