I want to make a spread grid just like the unity-chan c86 live demo.
In my opinion, it’s a big texture or a model like a spider web, and then you can change its transparency, but i dont know how to do this.
This could be done with a a circular gradient and use this approach. You just need to write a shader that doesn’t cut at one point but shows a section. It’S also possible to have a fading area. However using a gradient map for such a huge area would either doesn’t look good or you would have to use a huge texture.
Another approach which is independent from the size is to use a custom mesh that has a single vertex in the center. Now you can provide a vertex attribute (vertex color for example) that is 1 in the center and 0 on the remaining corners. That way you get a perfect smooth gradient in the shader. Now you just need to select a range from that gradient based on a shader property.
I don’t have the time to write that shader at the moment, maybe later
edit
Had some time and have created a “small” example with a simple mask shader i’ve just written. Below the webplayer you’ll find a download link for a unitypackage containing the whole example scene.