 
 			uniform half4 _Color;
 			uniform half _Width;
-			uniform half _Dist;
+			uniform half _NRadius;
 			uniform sampler2D _MainTex;
 
 			struct v2f

					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)
					return _Color;

				if (distFromCenter < radius - _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
		_NRadius("Radius", Range(0, .5)) = .01
	}

	SubShader
