Shader "Custom/SimpleCircleClipLitWithAmbient" { Properties { _MainTex ("Texture", 2D) = "white" {} _ClipCenter ("Clip Center", Vector) = (0,0,0,0) _ClipRadius ("Clip Radius", Float) = 5.0 _Color ("Color Tint", Color) = (1,1,1,1) _LightDir ("Light Direction", Vector) = (0,1,0,0) _Ambient ("Ambient Light", Float) = 0.2 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; float4 _ClipCenter; float _ClipRadius; fixed4 _Color; float4 _LightDir; float _Ambient; struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 worldPos : TEXCOORD1; float3 normalDir : TEXCOORD2; }; v2f vert (appdata v) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.uv; o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; o.normalDir = UnityObjectToWorldNormal(v.normal); return o; } fixed4 frag (v2f i) : SV_Target { // Clip outside circle float2 diff = i.worldPos.xz - _ClipCenter.xz; if (length(diff) > _ClipRadius) discard; fixed4 texcol = tex2D(_MainTex, i.uv) * _Color; // Simple Lambert lighting with fixed light direction float NdotL = saturate(dot(normalize(i.normalDir), normalize(_LightDir.xyz))); // Add ambient lighting to avoid fully black shadows float lighting = max(NdotL, _Ambient); fixed3 lit = texcol.rgb * lighting; return fixed4(lit, texcol.a); } ENDCG } } FallBack "Diffuse" }