Dynamic Radial Masks are extensions to the Unity shader that support the calculation of world space spherical projections in various forms and shapes directly within the shader. The result of the calculation is a mask, which is a grayscale value in "float" format. This mask within the shader can be used to add one value to another, used as a vertex replacement value, or used to reject mesh fragments. The promotional video shows just a few uses, but is not limited to these ideas.
Dynamic Radial Masks are a set of predefined methods that can be implemented directly into manually written shaders or into the Unity Shader Graph and Amplify Shader Editor with just one node. No shader programming required.
Translated with www.DeepL.com/Translator (free version)