Spherize Node


Applies a spherical warping effect similar to a fisheye camera lens to the value of input UV. The center reference point of the warping effect is defined by input Center and the overall strength of the effect is defined by the value of input Strength. Input Offset can be used to offset the individual channels of the result.


Name Direction Type Binding Description
UV Input Vector 2 UV Input UV value
Center Input Vector 2 None Center reference point
Strength Input Vector 1 None Strength of the effect
Offset Input Vector 2 None Individual channel offsets
Out Output Vector 2 None Output UV value

Generated Code Example

The following example code represents one possible outcome of this node.

void Unity_Spherize_float(float2 UV, float2 Center, float Strength, float2 Offset, out float2 Out)
    float2 delta = UV - Center;
    float delta2 = dot(delta.xy, delta.xy);
    float delta4 = delta2 * delta2;
    float2 delta_offset = delta4 * Strength;
    Out = UV + delta * delta_offset + Offset;