 					i.uv.x * i.uv.x +
 					i.uv.y * i.uv.y);
 
-				half radius = _Dist;
-
 				half4 result = half4(0,0,0,0);
 
 				//	distFromCenter < .5 causes the quad to display as a circle, removing the corners
-				if (distFromCenter < radius && distFromCenter > radius - _Width)
+				if (distFromCenter < _NRadius && distFromCenter > _NRadius - _Width)
 					return _Color;
 
-				if (distFromCenter < radius - _Width)
+				if (distFromCenter < _NRadius - _Width)
 				{
 					result = _Color;
 					result.a = .2f;

		_MainTex("Albedo (RGB)", 2D) = "white" {}
		_Color("Color", Color) = (1,1,1,1)
		_Width("Line Width", Range(.01, .1)) = .01
		_Dist("Distance", Range(0, .5)) = .01
	}

	SubShader


			uniform half4 _Color;
			uniform half _Width;
			uniform half _NRadius;
			uniform sampler2D _MainTex;

			struct v2f
