Shader "Unlit/FakeLighth" { Properties { _Color ("Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend One One ZWrite Off Fog { Mode Off } Lighting Off ZTest On 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; }; float4 _Color; float2 Unity_PolarCoordinates_float(float2 UV, float2 Center, float RadialScale, float LengthScale) { float2 delta = UV - Center; float radius = length(delta) * 2 * RadialScale; float angle = atan2(delta.x, delta.y) * 1.0/6.28 * LengthScale; return float2(radius, angle); } v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { return _Color * (1.0 - Unity_PolarCoordinates_float(i.uv, float2(0.5, 0.5), 1, 1).r); } ENDCG } } }