Shader "Custom/RadarShader"
{
Properties
{
_spaceBlend("space blend", Range(0,1)) = 0
}
SubShader
{
Tags { "RenderType" = "Opaque" }

Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"

#define TAU 6.28318530718

uniform float _spaceBlend;

struct MeshData
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};

struct Interpolators
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};

Interpolators vert(MeshData v)
{
Interpolators o;