Shader "UI/Hidden/UI-Effect-Shiny" { Properties { [PerRendererData] _MainTex ("Main Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile __ UNITY_UI_ALPHACLIP #include "UnityCG.cginc" #include "UnityUI.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID float2 uv1 : TEXCOORD1; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO half4 effectFactor : TEXCOORD2; half2 effectFactor2 : TEXCOORD3; }; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; sampler2D _MainTex; float4 _MainTex_TexelSize; fixed4 UnpackToVec4(float value) { const int PACKER_STEP = 64; const int PRECISION = PACKER_STEP - 1; fixed4 color; color.r = (value % PACKER_STEP) / PRECISION; value = floor(value / PACKER_STEP); color.g = (value % PACKER_STEP) / PRECISION; value = floor(value / PACKER_STEP); color.b = (value % PACKER_STEP) / PRECISION; value = floor(value / PACKER_STEP); color.a = (value % PACKER_STEP) / PRECISION; return color; } half2 UnpackToVec2(float value) { const int PACKER_STEP = 4096; const int PRECISION = PACKER_STEP - 1; fixed4 color; color.x = (value % PACKER_STEP) / PRECISION; value = floor(value / PACKER_STEP); color.y = (value % PACKER_STEP) / PRECISION; return color; } v2f vert(appdata_t IN) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; OUT.effectFactor = UnpackToVec4(IN.uv1.x); OUT.effectFactor2 = UnpackToVec2(IN.uv1.y); OUT.effectFactor2.x = OUT.effectFactor2.x * 2 - 0.5; return OUT; } fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); fixed4 originAlpha = color.a; color *= IN.color; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip (color.a - 0.001); #endif half pos = IN.effectFactor.x - IN.effectFactor2.x; half normalized = 1 - saturate(abs(pos / IN.effectFactor.z)); half shinePower = smoothstep(0, IN.effectFactor.y*2, normalized); half3 reflectColor = lerp(1, color.rgb * 10, IN.effectFactor2.y); color.rgb += originAlpha * (shinePower / 2) * IN.effectFactor.w * reflectColor; return color; } ENDCG } } }