             #pragma vertex vert
 			#pragma fragment frag
             #pragma target 3.0
+            
+            uniform float2 _Center;
 
             v2f_img vert( appdata_img v ) { 
             	v2f_img o;
             	o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
-            	o.uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord );
+            	o.uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord ) - _Center;
 	            #if UNITY_UV_STARTS_AT_TOP
 	        		o.uv.y = 1-o.uv.y;
 				#endif

            } 

            sampler2D _MainTex;
            uniform float2 _Center;
            uniform float _Radius;
            uniform float _Sigma;
            uniform float _Amplitude;

            }

            fixed4 frag (v2f_img i) : COLOR{
            	float2 u = i.uv;
            	float2 u1 = u;
            	u1.x *= _Ratio;
            	float l = length(u1);
