Hi @NahtanMak I was able to achieve a similar effect using shader graph. I adjust each pixel's opacity based on its distance from the center of the image. I used texture coordinates to calculate that distance. Here's how to setup the graph: Add an Image node. Connect its Out to the color property on an UnlitSurface. Add a TextureCoordinates node. Connect its Out to the In of a Remap node. For both columns of the Remap node, change:Out Low to -1 and Out High to 1. Drag its Out to the In of Magnitude node. Drag the Out of the Magnitude node to a new Remap node. Set Out Low to 1 and Out High to 0. Drag the Out to Opacity on the UnlitSurface you created in the first step. Note: you can change the In Low property on the Remap node you created in the previous step to control when the gradient begins. If you set it to 0 the gradient will start in the center of the image. If you set it to 0.5 the gradient will start 50% from the center of the image. If you set it to 1, there will be no gradient. Please accep
Topic:
Spatial Computing
SubTopic:
General
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