Hi, I am trying to implement barrel distortion in a vertex shader. I'm using a simplified version of Brown's model. Here's my vertex shader code: Code (CSharp): v2f vert(appdata_full v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); float2 h = o.vertex.xy / o.vertex.w; float r = sqrt(h.x * h.x + h.y * h.y); float f = r + _c1 * pow(r, 3) + _c2 * pow(r, 5); h = f * _scale * h; o.vertex.xy = h.xy * o.vertex.w; o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); return o; } However this doesn’t seem to work properly, as I'm getting something that looks like a pincushion distortion, regardless what values I use for _c1 and _c2. Any suggestions welcome, thanks