Shader "TouchScript/Cursor" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "RenderType" = "Transparent" } Blend SrcAlpha OneMinusSrcAlpha ZTest Always 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; }; sampler2D _MainTex; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { float2 uv = float2(length(i.uv - float2(.5, .5)) * 2, 0.5); fixed4 col = tex2D(_MainTex, uv); return col; } ENDCG } } }