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text:
using UnityEngine;
using UnityEditor;

public class PackageTool
{
    [MenuItem("Package/Update Package")]
    static void UpdatePackage()
    {
        AssetDatabase.ExportPackage("Assets/Kino", "KinoDatamosh.unitypackage", ExportPackageOptions.Recurse);
    }
}


text:
//
// Copyright (C) 2014, 2015 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
[ImageEffectTransformsToLDR]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("Image Effects/Color Adjustments/Color Suite")]
public class ColorSuite : MonoBehaviour
{
    #region Public Properties

    // White balance.
    [SerializeField] float _colorTemp = 0.0f;
    [SerializeField] float _colorTint = 0.0f;

    public float colorTemp {
        get { return _colorTemp; }
        set { _colorTemp = value; }
    }
    public float colorTint {
        get { return _colorTint; }
        set { _colorTint = value; }
    }

    // Tone mapping.
    [SerializeField] bool _toneMapping = false;
    [SerializeField] float _exposure   = 1.0f;

    public bool toneMapping {
        get { return _toneMapping; }
        set { _toneMapping = value; }
    }
    public float exposure {
        get { return _exposure; }
        set { _exposure = value; }
    }

    // Color saturation.
    [SerializeField] float _saturation = 1.0f;

    public float saturation {
        get { return _saturation; }
        set { _saturation = value; }
    }

    // Curves.
    [SerializeField] AnimationCurve _rCurve = AnimationCurve.Linear(0, 0, 1, 1);
    [SerializeField] AnimationCurve _gCurve = AnimationCurve.Linear(0, 0, 1, 1);
    [SerializeField] AnimationCurve _bCurve = AnimationCurve.Linear(0, 0, 1, 1);
    [SerializeField] AnimationCurve _cCurve = AnimationCurve.Linear(0, 0, 1, 1);

    public AnimationCurve redCurve {
        get { return _rCurve; }
        set { _rCurve = value; UpdateLUT(); }
    }
    public AnimationCurve greenCurve {
        get { return _gCurve; }
        set { _gCurve = value; UpdateLUT(); }
    }
    public AnimationCurve blueCurve {
        get { return _bCurve; }
        set { _bCurve = value; UpdateLUT(); }
    }
    public AnimationCurve rgbCurve {
        get { return _cCurve; }
        set { _cCurve = value; UpdateLUT(); }
    }

    // Dithering.
    public enum DitherMode { Off, Ordered, Triangular  }
    [SerializeField] DitherMode _ditherMode = DitherMode.Off;

    public DitherMode ditherMode {
        get { return _ditherMode; }
        set { _ditherMode = value; }
    }

    #endregion

    #region Internal Properties

    // Reference to the shader.
    [SerializeField] Shader shader;

    // Temporary objects.
    Material _material;
    Texture2D _lutTexture;

    #endregion

    #region Local Functions

    // RGBM encoding.
    static Color EncodeRGBM(float r, float g, float b)
    {
        var a = Mathf.Max(Mathf.Max(r, g), Mathf.Max(b, 1e-6f));
        a = Mathf.Ceil(a * 255) / 255;
        return new Color(r / a, g / a, b / a, a);
    }

    // An analytical model of chromaticity of the standard illuminant, by Judd et al.
    // http://en.wikipedia.org/wiki/Standard_illuminant#Illuminant_series_D
    // Slightly modifed to adjust it with the D65 white point (x=0.31271, y=0.32902).
    static float StandardIlluminantY(float x)
    {
        return 2.87f * x - 3.0f * x * x - 0.27509507f;
    }

    // CIE xy chromaticity to CAT02 LMS.
    // http://en.wikipedia.org/wiki/LMS_color_space#CAT02
    static Vector3 CIExyToLMS(float x, float y)
    {
        var Y = 1.0f;
        var X = Y * x / y;
        var Z = Y * (1.0f - x - y) / y;

        var L =  0.7328f * X + 0.4296f * Y - 0.1624f * Z;
        var M = -0.7036f * X + 1.6975f * Y + 0.0061f * Z;
        var S =  0.0030f * X + 0.0136f * Y + 0.9834f * Z;

        return new Vector3(L, M, S);
    }

    #endregion

    #region Private Methods

    // Set up the temporary assets.
    void Setup()
    {
        if (_material == null)
        {
            _material = new Material(shader);
            _material.hideFlags = HideFlags.DontSave;
        }

        if (_lutTexture == null)
        {
            _lutTexture = new Texture2D(512, 1, TextureFormat.ARGB32, false, true);
            _lutTexture.hideFlags = HideFlags.DontSave;
            _lutTexture.wrapMode = TextureWrapMode.Clamp;
            UpdateLUT();
        }
    }

    // Update the LUT texture.
    void UpdateLUT()
    {
        for (var x = 0; x < _lutTexture.width; x++)
        {
            var u = 1.0f / (_lutTexture.width - 1) * x;
            var r = _cCurve.Evaluate(_rCurve.Evaluate(u));
            var g = _cCurve.Evaluate(_gCurve.Evaluate(u));
            var b = _cCurve.Evaluate(_bCurve.Evaluate(u));
            _lutTexture.SetPixel(x, 0, EncodeRGBM(r, g, b));
        }
        _lutTexture.Apply();
    }

    // Calculate the color balance coefficients.
    Vector3 CalculateColorBalance()
    {
        // Get the CIE xy chromaticity of the reference white point.
        // Note: 0.31271 = x value on the D65 white point
        var x = 0.31271f - _colorTemp * (_colorTemp < 0.0f ? 0.1f : 0.05f);
        var y = StandardIlluminantY(x) + _colorTint * 0.05f;

        // Calculate the coefficients in the LMS space.
        var w1 = new Vector3(0.949237f, 1.03542f, 1.08728f); // D65 white point
        var w2 = CIExyToLMS(x, y);
        return new Vector3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
    }

    #endregion

    #region Monobehaviour Functions

    void Start()
    {
        Setup();
    }

    void OnValidate()
    {
        Setup();
        UpdateLUT();
    }

    void Reset()
    {
        Setup();
        UpdateLUT();
    }

    void OnRenderImage(RenderTexture source, RenderTexture destination)
    {
        var linear = QualitySettings.activeColorSpace == ColorSpace.Linear;

        Setup();

        if (linear)
            _material.EnableKeyword("COLORSPACE_LINEAR");
        else
            _material.DisableKeyword("COLORSPACE_LINEAR");

        if (_colorTemp != 0.0f || _colorTint != 0.0f)
        {
            _material.EnableKeyword("BALANCING_ON");
            _material.SetVector("_Balance", CalculateColorBalance());
        }
        else
            _material.DisableKeyword("BALANCING_ON");

        if (_toneMapping && linear)
        {
            _material.EnableKeyword("TONEMAPPING_ON");
            _material.SetFloat("_Exposure", _exposure);
        }
        else
            _material.DisableKeyword("TONEMAPPING_ON");

        _material.SetTexture("_Curves", _lutTexture);
        _material.SetFloat("_Saturation", _saturation);

        if (_ditherMode == DitherMode.Ordered)
        {
            _material.EnableKeyword("DITHER_ORDERED");
            _material.DisableKeyword("DITHER_TRIANGULAR");
        }
        else if (_ditherMode == DitherMode.Triangular)
        {
            _material.DisableKeyword("DITHER_ORDERED");
            _material.EnableKeyword("DITHER_TRIANGULAR");
        }
        else
        {
            _material.DisableKeyword("DITHER_ORDERED");
            _material.DisableKeyword("DITHER_TRIANGULAR");
        }

        Graphics.Blit(source, destination, _material);
    }

    #endregion
}


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text:
//
// Copyright (C) 2014, 2015 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using UnityEngine;
using UnityEditor;
using System.Collections;

[CustomEditor(typeof(ColorSuite)), CanEditMultipleObjects]
public class ColorSuiteEditor : Editor
{
    SerializedProperty propColorTemp;
    SerializedProperty propColorTint;

    SerializedProperty propToneMapping;
    SerializedProperty propExposure;

    SerializedProperty propSaturation;

    SerializedProperty propRCurve;
    SerializedProperty propGCurve;
    SerializedProperty propBCurve;
    SerializedProperty propCCurve;

    SerializedProperty propDitherMode;

    GUIContent labelColorTemp;
    GUIContent labelColorTint;

    void OnEnable()
    {
        propColorTemp = serializedObject.FindProperty("_colorTemp");
        propColorTint = serializedObject.FindProperty("_colorTint");

        propToneMapping = serializedObject.FindProperty("_toneMapping");
        propExposure    = serializedObject.FindProperty("_exposure");

        propSaturation = serializedObject.FindProperty("_saturation");

        propRCurve = serializedObject.FindProperty("_rCurve");
        propGCurve = serializedObject.FindProperty("_gCurve");
        propBCurve = serializedObject.FindProperty("_bCurve");
        propCCurve = serializedObject.FindProperty("_cCurve");

        propDitherMode = serializedObject.FindProperty("_ditherMode");

        labelColorTemp = new GUIContent("Color Temperature");
        labelColorTint = new GUIContent("Tint (green-purple)");
    }

    public override void OnInspectorGUI()
    {
        serializedObject.Update();

        EditorGUILayout.PropertyField(propToneMapping);
        if (propToneMapping.hasMultipleDifferentValues || propToneMapping.boolValue)
        {
            EditorGUILayout.Slider(propExposure, 0, 5);
            if (QualitySettings.activeColorSpace != ColorSpace.Linear)
                EditorGUILayout.HelpBox("Linear space lighting should be enabled for tone mapping.", MessageType.Warning);
        }

        EditorGUILayout.Space();

        EditorGUILayout.Slider(propColorTemp, -1.0f, 1.0f, labelColorTemp);
        EditorGUILayout.Slider(propColorTint, -1.0f, 1.0f, labelColorTint);

        EditorGUILayout.Space();

        EditorGUILayout.Slider(propSaturation, 0, 2);

        EditorGUILayout.LabelField("Curves (R, G, B, Combined)");
        EditorGUILayout.BeginHorizontal();
        var doubleHeight = GUILayout.Height(EditorGUIUtility.singleLineHeight * 2);
        EditorGUILayout.PropertyField(propRCurve, GUIContent.none, doubleHeight);
        EditorGUILayout.PropertyField(propGCurve, GUIContent.none, doubleHeight);
        EditorGUILayout.PropertyField(propBCurve, GUIContent.none, doubleHeight);
        EditorGUILayout.PropertyField(propCCurve, GUIContent.none, doubleHeight);
        EditorGUILayout.EndHorizontal();

        EditorGUILayout.Space();

        EditorGUILayout.PropertyField(propDitherMode);

        serializedObject.ApplyModifiedProperties();
    }
}


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//
// Copyright (C) 2014, 2015 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//

Shader "Hidden/ColorSuite"
{
    Properties
    {
        _MainTex    ("-", 2D) = ""{}
        _Curves     ("-", 2D) = ""{}
        _Exposure   ("-", Float) = 1.0
        _Saturation ("-", Float) = 1.0
        _Balance    ("-", Vector) = (1, 1, 1, 0)
    }

    CGINCLUDE

    // Multi-compilation options.
    #pragma multi_compile COLORSPACE_SRGB COLORSPACE_LINEAR
    #pragma multi_compile BALANCING_OFF BALANCING_ON
    #pragma multi_compile TONEMAPPING_OFF TONEMAPPING_ON
    #pragma multi_compile DITHER_OFF DITHER_ORDERED DITHER_TRIANGULAR

    #include "UnityCG.cginc"

    sampler2D _MainTex;
    float2 _MainTex_TexelSize;
    sampler2D _Curves;
    float _Exposure;
    float _Saturation;
    float4 _Balance;

#if COLORSPACE_LINEAR

    // Color space conversion between sRGB and linear space.
    // http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html

    float3 srgb_to_linear(float3 c)
    {
        return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);
    }

    float3 linear_to_srgb(float3 c)
    {
        return max(1.055 * pow(c, 0.416666667) - 0.055, 0.0);
    }

#endif

#if BALANCING_ON

    // Color space conversion between linear RGB and LMS
    // based on the CIECAM02 model (CAT02).
    // http://en.wikipedia.org/wiki/LMS_color_space#CAT02

    float3 lrgb_to_lms(float3 c)
    {
        float3x3 m = {
            3.90405e-1f, 5.49941e-1f, 8.92632e-3f,
            7.08416e-2f, 9.63172e-1f, 1.35775e-3f,
            2.31082e-2f, 1.28021e-1f, 9.36245e-1f
        };
        return mul(m, c);
    }

    float3 lms_to_lrgb(float3 c)
    {
        float3x3 m = {
             2.85847e+0f, -1.62879e+0f, -2.48910e-2f,
            -2.10182e-1f,  1.15820e+0f,  3.24281e-4f,
            -4.18120e-2f, -1.18169e-1f,  1.06867e+0f
        };
        return mul(m, c);
    }

    // Color balance function.
    // - The gamma compression/expansion equation used in this function
    //   differs from the standard sRGB-Linear conversion.

    float3 apply_balance(float3 c)
    {
#if !COLORSPACE_LINEAR
        // Do the gamma expansion before applying the color balance.
        c = pow(c, 2.2);
#endif

        // Apply the color balance in the LMS color space.
        c = lms_to_lrgb(lrgb_to_lms(c) * _Balance);

        // It may return a minus value, which should be cropped out.
        c = max(c, 0.0);

#if !COLORSPACE_LINEAR
        // Gamma compression.
        c = pow(c, 1.0 / 2.2);
#endif

        return c;
    }

#endif

#if TONEMAPPING_ON

    // John Hable's filmic tone mapping operator.
    // http://filmicgames.com/archives/6

    float3 hable_op(float3 c)
    {
        float A = 0.15;
        float B = 0.50;
        float C = 0.10;
        float D = 0.20;
        float E = 0.02;
        float F = 0.30;
        return ((c * (c * A + B * C) + D * E) / (c * (c * A + B) + D * F)) - E / F;
    }

    float3 tone_mapping(float3 c)
    {
        c *= _Exposure * 4;
        c = hable_op(c) / hable_op(11.2);
        return pow(c, 1 / 2.2);
    }

#endif

    // Color saturation.

    float luma(float3 c)
    {
        return 0.212 * c.r + 0.701 * c.g + 0.087 * c.b;
    }

    float3 apply_saturation(float3 c)
    {
        return lerp((float3)luma(c), c, _Saturation);
    }

    // RGB curves.

    float3 apply_curves(float3 c)
    {
        float4 r = tex2D(_Curves, float2(c.r, 0));
        float4 g = tex2D(_Curves, float2(c.g, 0));
        float4 b = tex2D(_Curves, float2(c.b, 0));
        return float3(r.r * r.a, g.g * g.a, b.b * b.a);
    }

#if DITHER_ORDERED

    // Interleaved gradient function from CoD AW.
    // http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare

    float interleaved_gradient(float2 uv)
    {
        float3 magic = float3(0.06711056, 0.00583715, 52.9829189);
        return frac(magic.z * frac(dot(uv, magic.xy)));
    }

    float3 dither(float2 uv)
    {
        return (float3)(interleaved_gradient(uv / _MainTex_TexelSize) / 255);
    }

#endif

#if DITHER_TRIANGULAR

    // Triangular PDF.

    float nrand(float2 uv)
    {
        return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
    }

    float3 dither(float2 uv)
    {
        float r = nrand(uv) + nrand(uv + (float2)1.1) - 0.5;
        return (float3)(r / 255);
    }

#endif

    float4 frag(v2f_img i) : SV_Target
    {
        float4 source = tex2D(_MainTex, i.uv);
        float3 rgb = source.rgb;

#if BALANCING_ON
        rgb = apply_balance(rgb);
#endif

#if COLORSPACE_LINEAR
#if TONEMAPPING_ON
        // Apply the tone mapping.
        rgb = tone_mapping(rgb);
#else
        // Convert the color into the sRGB color space.
        rgb = linear_to_srgb(rgb);
#endif
#endif

        // Color saturation.
        rgb = apply_saturation(rgb);

        // RGB curves.
        rgb = apply_curves(rgb);

#if !DITHER_OFF
        rgb += dither(i.uv);
#endif

#if COLORSPACE_LINEAR
        // Take the color back into the linear color space.
        rgb = srgb_to_linear(rgb);
#endif

        return float4(rgb, source.a);
    }

    ENDCG

    Subshader
    {
        Pass
        {
            ZTest Always Cull Off ZWrite Off
            Fog { Mode off }
            CGPROGRAM
            #pragma target 3.0
            #pragma glsl
            #pragma vertex vert_img
            #pragma fragment frag
            ENDCG
        }
    }
}


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using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class Spawner : MonoBehaviour
{
    [SerializeField] GameObject _prefab;
    [SerializeField] int _instanceCount = 10;
    [SerializeField] float _interval = 0.5f;
    [SerializeField] float _velocity = 5;
    [SerializeField] Bounds _range = new Bounds(Vector3.zero, Vector3.one);

    IEnumerator Start()
    {
        var queue = new Queue<GameObject>();

        while (true)
        {
            while (queue.Count >= _instanceCount)
                Destroy(queue.Dequeue());

            queue.Enqueue(Spawn());

            yield return new WaitForSeconds(_interval);
        }
    }

    GameObject Spawn()
    {
        var pos = new Vector3(Random.value, Random.value, Random.value);

        pos = Vector3.Scale((pos - Vector3.one * 0.5f), _range.size);
        pos += Vector3.Scale(Vector3.one, _range.center);

        pos = transform.TransformPoint(pos);

        var go = (GameObject)Instantiate(_prefab, pos, Random.rotation);

        var rb = go.GetComponent<Rigidbody>();
        rb.velocity = Random.insideUnitSphere * _velocity;

        return go;
    }

    void OnDrawGizmos()
    {
        Gizmos.color = Color.yellow;
        Gizmos.matrix = transform.localToWorldMatrix;
        Gizmos.DrawWireCube(_range.center, _range.size);
    }
}


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using UnityEngine;
using System.Collections;

public class CameraSwitcher : MonoBehaviour
{
    [SerializeField] Transform[] _targetList;
    [SerializeField] float _interval = 3.0f;

    float Interval {
        get { return Mathf.Max(1.0f / 30, _interval); }
    }

    int _targetIndex;

    IEnumerator Start()
    {
        while (true)
        {
            yield return new WaitForSeconds(Interval);
            SwitchCamera();
            KickGlitch();
        }
    }

    void SwitchCamera()
    {
        _targetIndex = (_targetIndex + 1) % _targetList.Length;

        var follow = GetComponent<Klak.Motion.SmoothFollow>();
        follow.target = _targetList[_targetIndex];
        follow.Snap();

        transform.localRotation = Quaternion.Euler(
            Random.Range(-20.0f, 20.0f),
            Random.Range(-180.0f, 180.0f),
            Random.Range(-30.0f, 30.0f)
        );
    }

    void KickGlitch()
    {
        FindObjectOfType<Kino.Datamosh>().Glitch();
    }
}


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//
// KinoVignette - Natural vignetting effect
//
// Copyright (C) 2015 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using UnityEngine;

namespace Kino
{
    [ExecuteInEditMode]
    [RequireComponent(typeof(Camera))]
    [AddComponentMenu("Kino Image Effects/Vignette")]
    public class Vignette : MonoBehaviour
    {
        #region Public Properties

        // Natural vignetting falloff
        [SerializeField, Range(0.0f, 1.0f)]
        float _falloff = 0.5f;

        public float intensity {
            get { return _falloff; }
            set { _falloff = value; }
        }

        #endregion

        #region Private Properties

        [SerializeField] Shader _shader;
        Material _material;

        #endregion

        #region MonoBehaviour Functions

        void OnRenderImage(RenderTexture source, RenderTexture destination)
        {
            if (_material == null)
            {
                _material = new Material(_shader);
                _material.hideFlags = HideFlags.DontSave;
            }

            var cam = GetComponent<Camera>();
            _material.SetVector("_Aspect", new Vector2(cam.aspect, 1));
            _material.SetFloat("_Falloff", _falloff);

            Graphics.Blit(source, destination, _material, 0);
        }

        #endregion
    }
}


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//
// KinoVignette - Natural vignetting effect
//
// Copyright (C) 2015 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using UnityEngine;
using UnityEditor;

namespace Kino
{
    [CanEditMultipleObjects]
    [CustomEditor(typeof(Vignette))]
    public class VignetteEditor : Editor
    {
        SerializedProperty _falloff;

        void OnEnable()
        {
            _falloff = serializedObject.FindProperty("_falloff");
        }

        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            EditorGUILayout.PropertyField(_falloff);

            serializedObject.ApplyModifiedProperties();
        }
    }
}


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text:
//
// KinoVignette - Natural vignetting effect
//
// Copyright (C) 2015 Keijiro Takahashi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
Shader "Hidden/Kino/Vignette"
{
    Properties
    {
        _MainTex ("-", 2D) = "" {}
    }

    CGINCLUDE

    #include "UnityCG.cginc"

    sampler2D _MainTex;
    float2 _Aspect;
    float _Falloff;

    half4 frag(v2f_img i) : SV_Target
    {
        float2 coord = (i.uv - 0.5) * _Aspect * 2;
        float rf = sqrt(dot(coord, coord)) * _Falloff;
        float rf2_1 = rf * rf + 1.0;
        float e = 1.0 / (rf2_1 * rf2_1);

        half4 src = tex2D(_MainTex, i.uv);
        return half4(src.rgb * e, src.a);
    }

    ENDCG

    SubShader
    {
        Pass
        {
            ZTest Always Cull Off ZWrite Off
            CGPROGRAM
            #pragma vertex vert_img
            #pragma fragment frag
            ENDCG
        }
    }
}