# Curved World

[**Curved World**](https://assetstore.unity.com/packages/vfx/shaders/curved-world-173251?aid=1011lvgVb) is a vertex-displacement shader for creating dramatic mesh-bending effects such as **curved horizons**, **spherical worlds**, **little planet**, **cylindrical warps**, **spiral twists** and more. It modifies mesh vertex positions only at render time, inside the camera view, leaving all original meshes untouched. Perfect for achieving the popular bending effects seen in games like *Subway Surfers,* *Minion Rus&#x68;**,** Animal Crossing* and others.

<div data-full-width="false"><figure><img src="/files/oCiGhskTJw1yZa9W0BBe" alt=""><figcaption></figcaption></figure></div>

**Curved World** uses a high-performance vertex displacement shaders built on precise mathematical methods, to apply non-destructive bending transformations to any mesh. All bending calculations rely solely on each vertex’s world-space position, ensuring consistent and predictable deformation across the entire scene.

<figure><img src="/files/hygOW2f1gTkqbrIDbhLr" alt=""><figcaption><p>Modifying mesh vertices using <strong>Curved World</strong> shader transformation method</p></figcaption></figure>

Because **Curved World** is purely a shader-based effect, it never modifies the actual mesh it renders. A mesh that is physically “flat” before applying the shader will remain flat - only its rendered appearance is changed. As a result, **Curved World** has zero impact on physics, animations, colliders, AI behavior, path-finding, or any gameplay systems tied to real geometry. If an object needs to move from point A to point B along path C, it will still follow exactly the same path and only the camera’s visual interpretation is curved.

<div><figure><img src="/files/UIKFWmwwygHzRB6l7tfY" alt=""><figcaption><p>Original scene</p></figcaption></figure> <figure><img src="/files/apq3m2HQJGUo3D3pZNW3" alt=""><figcaption><p>The same scene, but rendered with <strong>Curved World</strong> shaders</p></figcaption></figure></div>


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