Shader "Custom/PostProcess" { Properties { _MainTex("Texture", 2D) = "white" {} _Fear ("Fear", Float) = 100 } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #include "UnityCG.cginc" // Properties sampler2D _MainTex; float _Fear; float4 frag(v2f_img input) : COLOR { float4 baseCol = tex2D(_MainTex, input.uv); float ratio = _Fear/100.f; float inverseRatio = 1 - ratio; float fearBaseColor = (baseCol.x + baseCol.y + baseCol.z) / 3; baseCol = float4(baseCol.x * inverseRatio + fearBaseColor * ratio, baseCol.y * inverseRatio + fearBaseColor * ratio, baseCol.z * inverseRatio + fearBaseColor * ratio, 1.0); float distFromCenter = distance(input.uv.xy, float2(0.5, 0.5)) * 4 * ratio; return float4(1 - distFromCenter, 1 - distFromCenter, 1 - distFromCenter, 1.0) * baseCol; } ENDCG }}}