How can I turn a quad into a semi-circle? - unity3d

I've got a quad with a custom Shader that creates an AR "Portal" to a 360 picture. I'm looking at turning the quad portal it into a semi-circle shape instead of a rectangle but can't work out how.
I've tried a couple scripts that I've found online but had no result. Any help is much appreciated. Pretty new to Unity so please excuse my inability to do simple things like create a semi-circle.
edit:
Trying to turn the shape of this quad from a rectangle into a semi-circle.

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How to draw a dot line between 3d object in Unity

I am trying to create a bit of a game where 3d house objects are used.
Also there are some 3d cubes to show the specific points in the house.
I would like to draw dot lines between these 3d cubes so that I can instruct users where to go next kind of things.
I achieved to draw a line in between but not dot lines like the photo attached.
I googled but found nothing...
Does anyone know how to achieve that?
Thank you.
Solved with help from Kalender.
Go to the unity forum and download the texture unity_31130666 attaches and apply it to LineRenderer with a bit of adjustment of shader.
It all worked.

How to outline (silhouette) 3D model in URP?

Good weekend everyone, I'm looking for some tutorial/script how to make 3D object outline with original image texture (eg. stick with wood texture). I would like to when the raycast hits the object (I'm able to detect with object is raycast hitted), the object will be outlined/glowed.
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https://assetstore.unity.com/packages/tools/particles-effects/quick-outline-115488

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please can i have a little help guidance in something, a about mesh curving , kind of look around but would like your advice
This object (the circle shape) is getting deformed like the yellow part, what do you advice me about it please?
Any script to see the mechanic or similar examples? (Attached gif)
I tried to see some but only works with mouse click ( I am very new to mesh binding )
Like What you watching here
thanks
I would start by describing the whole shape as list of points.
Then you should be able to move those points either via physics or "manually" (by doing Physics2D.OverlapPoint and some math during movement).
With that it's just a matter of constructing runtime mesh, there are tutorials on how to do that (I think Freya Holmér has one), just look for "procedular geometry" or similar.

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If you can point me in the right direction or have some similar shaders I will really appreciate it.
Thanks!
PD: why I am doing grass with particles? Great question, I am experimenting in ways to make great performance grass area for Augmented Reality in mobile. If you know any other way, let me know!
fortunately had someone helping me for this. If you wonder what worked: creating a C# script to know the distance from the emitter, then modify the particle shader and use the distance to create a fading to the new tint color variable. Used Amplify for this. If you have a similar problem do no hesitate to contact me. Sharing is caring.

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I have the following scene
As you can see the ball in front of me has a very extreme shadow on it's back. How could I make it less extreme? I would like to still see the triangles that compose the Ico sphere but darker and without having to change the sun's position.
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