This asset is a texture-based vignette system for Unity URP. It draws a full-screen vignette using a mask texture. Supports runtime changes by provided API.Custom Texture Vignette Screen Effect URP is a full-screen post-process vignette solution for the Universal Render Pipeline. It uses a mask texture to define the vignette shape, so you can use circular, oval, or fully custom artwork. The effect is controlled entirely at runtime via a simple API: enable or disable it, change scale (intensity/size), swap textures, or animate scale over time with optional curves. Ideal for scene transitions, focus or tunnel effects, damage feedback, and cinematic moments. Supports URP Render Graph when available and falls back to compatibility mode on older versions.Easy integration with your project - the asset is designed to be super easy to integrate. It works as a Renderer Feature and it requires only few clicks to start operate. Works with existing URP projects, no pipeline or project settings changes needed beyond adding the feature to the renderer.Features:Texture-based masking - Use any texture with an alpha channel to define custom vignette shapes.Runtime control - Enable, disable and adjust scale and mask texture from code at any time.Scale animation - Animate vignette scale over a duration with optional AnimationCurve (e.g. fade in/out, transitions).URP Render Graph - Uses Render Graph when enabled (Unity 6 / URP 17+). Automatically falls back to compatibility mode otherwise.Per-camera - Control vignette per camera; works with multiple cameras and stack.Single full-screen pass - One blit (plus buffer swap in Render Graph) - minimal overhead.Supports all rendering paths - Forward, Forward+, DeferredMobile friendly - Low cost on mobile devices.Use Cases:- Sniper scope- Damage screen effect- Tunnel effect- Stylized screen effect- Binocular effect- UI masking effectContact: bigwhistlergames@gmail.comSupports Unity version 6000.0.39f1 and abovePipeline: URP only. Implemented as a `ScriptableRendererFeature` and `ScriptableRenderPass`; works with any scriptable renderer (Forward or Deferred).Injection point: Runs at `AfterRenderingTransparents`; vignette is applied to the camera color target before built-in post-processing.Shader: Blit-compatible (uses `Blit.hlsl`). Mask texture is sampled with scaled, aspect-correct UVs; alpha multiplies the scene color (black where mask is transparent). Single pass, no depth or stencil.AI assistance was used during development for:- Code architecture planning and implementation- Documentation- Debugging and optimizationAll AI generated code was reviewed, tested, and modified by the developer. The final product represents human-directed development with AI assistance.




