# Spherize Node ## Description 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. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | UV | Input | Vector 2 | UV | Input UV value | | Center | Input | Vector 2 | None | Center reference point | | Strength | Input | Float | 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; } ```