Shader "Hidden/Important-Button" { Properties { _MainTex ("Texture", Any) = "white" {} } CGINCLUDE #pragma vertex vert #pragma fragment frag #pragma target 2.0 #include "UnityCG.cginc" struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float2 texcoord2 : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; uniform sampler2D _Gradient; sampler2D _GUIClipTexture; uniform bool _ManualTex2SRGB; uniform float expand; uniform float4 _MainTex_ST; uniform fixed4 _Color; uniform float4x4 unity_GUIClipTextureMatrix; uniform float2 _MousePosition; uniform float2 _RectSize; uniform float _Offset; uniform float _SpeedDiff; uniform float _circleAlpha; uniform fixed4 _FillColor; float4 gammaToLinear(float4 c) { return pow(c, 0.454545); } float4 colorCorrect(float4 input) { #ifndef UNITY_COLORSPACE_GAMMA return gammaToLinear(input); #else return input; #endif } v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); o.texcoord2 = float2(o.texcoord.x * 0.5 + _Offset, o.texcoord.y); return o; } float circle(float2 uv, float2 pos, float rad) { float d = length(pos - uv) - rad; float t = clamp(d, 0.0, 1.0); return 1.0 - t ; } fixed4 frag (v2f i) : SV_Target { float4 mask = colorCorrect(tex2D(_MainTex, i.texcoord)); float4 color = colorCorrect(tex2D(_Gradient, i.texcoord2)); float4 textColor = 1; float4 finalColor = _FillColor; finalColor = lerp(finalColor,color , mask.g); finalColor = lerp(finalColor, textColor, mask.r); float radius = _RectSize.y * 0.7; float circleMask = circle(i.texcoord * _RectSize, _MousePosition,radius - radius*0.9 * _SpeedDiff)*_circleAlpha; finalColor = lerp(finalColor, color, circleMask * (mask.b - mask.g - mask.r)); float3 invertedColor = float3(1,1,1) - color.rgb; finalColor.rgb = lerp(finalColor.rgb, invertedColor, circleMask * mask.r); finalColor.rgb = lerp(_FillColor, finalColor, mask.b); finalColor.a = saturate(mask.b * _FillColor.a + mask.r + mask.g); return finalColor; } ENDCG SubShader { Lighting Off Blend SrcAlpha OneMinusSrcAlpha, One One Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM ENDCG } } SubShader { Lighting Off Blend SrcAlpha OneMinusSrcAlpha Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM ENDCG } } }