Shader "Hidden/MicroVerse/PreviewBrushShader" { Properties { } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include_with_pragmas "UnityCG.cginc" float _Falloff; float _Size; 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; } fixed4 frag (v2f i) : SV_Target { i.uv -= 0.5; i.uv /= lerp(0.25, 1.0, _Size); i.uv += 0.5; float d = distance(i.uv, float2(0.5, 0.5)); d *= 2; d = 1.0 - d; d = pow(d, abs(_Falloff)); return d; } ENDCG } } }