Shader "Unlit/CircleShadow_Shader" { Properties { [HDR] _Color("Color", Color)=(0, 0, 0, 1) _Density("Density", Range(0, 1))=1 _Rad("Radius", Float)=1 } SubShader { Tags { "RenderType"="Transparent" "Queue"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; float4 _Color; float _Density; float _Rad; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; UNITY_TRANSFER_FOG(o,o.vertex); return o; } fixed4 frag (v2f i) : SV_Target { _Density /= 2; float2 centeredUV = i.uv - 0.5f; float radialMask = 1-smoothstep(_Density, 1-_Density, 1/_Rad*length(centeredUV)); return fixed4(_Color.rgb, radialMask*_Color.a); } ENDCG } } }