Restructured for new direction.

This commit is contained in:
2026-05-12 12:01:09 +01:00
parent 0439b6c1d2
commit c203f836b1
1134 changed files with 125569 additions and 213519 deletions

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Assets/Shaders/.DS_Store vendored Normal file

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Shader "BriarQueen/UI/Dissolve Blue Particles"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1, 1, 1, 1)
_DissolveAmount ("Dissolve Amount", Range(0, 1)) = 0
_EdgeWidth ("Edge Width", Range(0.001, 0.25)) = 0.06
_ParticleColor ("Particle Color", Color) = (0.15, 0.65, 1, 1)
_ParticleIntensity ("Particle Intensity", Range(0, 8)) = 2.5
_ParticleDensity ("Particle Density", Range(0, 1)) = 0.82
_ParticleScale ("Particle Scale", Range(10, 250)) = 95
_ParticleDrift ("Particle Drift", Range(0, 3)) = 0.65
_NoiseScale ("Noise Scale", Range(1, 80)) = 24
_NoiseStrength ("Noise Strength", Range(0, 1)) = 0.55
[Toggle] _ReverseDirection ("Reverse Direction", Float) = 0
_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
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct AppData
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float _DissolveAmount;
float _EdgeWidth;
fixed4 _ParticleColor;
float _ParticleIntensity;
float _ParticleDensity;
float _ParticleScale;
float _ParticleDrift;
float _NoiseScale;
float _NoiseStrength;
float _ReverseDirection;
float Hash21(float2 p)
{
p = frac(p * float2(123.34, 345.45));
p += dot(p, p + 34.345);
return frac(p.x * p.y);
}
float ValueNoise(float2 uv)
{
float2 i = floor(uv);
float2 f = frac(uv);
float2 u = f * f * (3.0 - 2.0 * f);
float a = Hash21(i);
float b = Hash21(i + float2(1.0, 0.0));
float c = Hash21(i + float2(0.0, 1.0));
float d = Hash21(i + float2(1.0, 1.0));
return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y);
}
float DissolveNoise(float2 uv)
{
float n = ValueNoise(uv * _NoiseScale);
n += ValueNoise(uv * _NoiseScale * 2.13 + 17.0) * 0.5;
n += ValueNoise(uv * _NoiseScale * 4.07 + 43.0) * 0.25;
n /= 1.75;
float verticalBias = lerp(uv.y, 1.0 - uv.y, step(0.5, _ReverseDirection));
return saturate(lerp(verticalBias, n, _NoiseStrength));
}
Varyings Vert(AppData input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.worldPosition = input.vertex;
output.vertex = UnityObjectToClipPos(input.vertex);
output.uv = input.texcoord;
output.color = input.color * _Color;
return output;
}
fixed4 Frag(Varyings input) : SV_Target
{
fixed4 color = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
#endif
float amount = saturate(_DissolveAmount);
float dissolveNoise = DissolveNoise(input.uv);
float visible = smoothstep(amount - _EdgeWidth, amount + _EdgeWidth, dissolveNoise);
visible = amount <= 0.001 ? 1.0 : visible;
visible = amount >= 0.999 ? 0.0 : visible;
float edge = 1.0 - smoothstep(0.0, _EdgeWidth, abs(dissolveNoise - amount));
edge *= step(0.001, amount) * step(amount, 0.999);
float2 particleUv = input.uv * _ParticleScale;
particleUv.y += _Time.y * _ParticleDrift;
particleUv.x += sin(_Time.y + input.uv.y * 12.0) * 0.35;
float particles = step(_ParticleDensity, Hash21(floor(particleUv)));
particles *= edge;
particles *= visible;
color.rgb += _ParticleColor.rgb * particles * _ParticleIntensity;
color.rgb = lerp(color.rgb, _ParticleColor.rgb, edge * 0.35);
color.a *= visible;
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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Shader "BriarQueen/UI/Edge Darken"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (0, 0, 0, 0.65)
_Amount ("Amount", Range(0, 1)) = 1
_EdgeDarkness ("Edge Darkness", Range(0, 1)) = 1
_CenterDarkness ("Center Darkness", Range(0, 1)) = 0
_EdgeWidth ("Edge Width", Range(0.001, 0.5)) = 0.22
_Softness ("Softness", Range(0.001, 0.5)) = 0.18
[HideInInspector] _RectSize ("Rect Size", Vector) = (1, 1, 0, 0)
[HideInInspector] _RectPivot ("Rect Pivot", Vector) = (0.5, 0.5, 0, 0)
_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
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct AppData
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float2 localPosition : TEXCOORD1;
float4 worldPosition : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float _Amount;
float _EdgeDarkness;
float _CenterDarkness;
float _EdgeWidth;
float _Softness;
float4 _RectSize;
float4 _RectPivot;
Varyings Vert(AppData input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.worldPosition = input.vertex;
output.vertex = UnityObjectToClipPos(input.vertex);
output.uv = input.texcoord;
output.localPosition = input.vertex.xy;
output.color = input.color * _Color;
return output;
}
fixed4 Frag(Varyings input) : SV_Target
{
fixed4 color = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color;
float2 safeRectSize = max(_RectSize.xy, float2(0.0001, 0.0001));
float2 rectUv = saturate((input.localPosition / safeRectSize) + _RectPivot.xy);
float edgeDistance = min(
min(rectUv.x, 1.0 - rectUv.x),
min(rectUv.y, 1.0 - rectUv.y));
float outerEdge = 1.0 - smoothstep(_EdgeWidth, _EdgeWidth + _Softness, edgeDistance);
float darkness = lerp(_CenterDarkness, _EdgeDarkness, outerEdge);
color.a *= saturate(_Amount) * darkness;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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timeCreated: 1778334643

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Shader "BriarQueen/UI/Fog Reveal Haar"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1, 1, 1, 1)
_FogAmount ("Fog Amount", Range(0, 1)) = 0
_FogColor ("Fog Color", Color) = (0.18, 0.20, 0.26, 1)
_FogIntensity ("Fog Intensity", Range(0, 1)) = 0.95
_EdgeSoftness ("Edge Softness", Range(0.05, 1.0)) = 0.55
_NoiseScale ("Noise Scale", Range(1, 20)) = 5
_DriftSpeed ("Drift Speed", Range(0, 0.5)) = 0.04
_DensityVariation ("Density Variation", Range(0, 1)) = 0.28
_AspectRatio ("Aspect Ratio", Float) = 1.777
[Toggle] _FogMotion ("Fog Motion", Float) = 1
[Toggle] _UseSprite ("Use Sprite", Float) = 0
_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 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct AppData
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
fixed4 _FogColor;
float _FogAmount;
float _FogIntensity;
float _EdgeSoftness;
float _NoiseScale;
float _DriftSpeed;
float _DensityVariation;
float _AspectRatio;
float _FogMotion;
float _UseSprite;
// ── Noise ─────────────────────────────────────────────────
float2 Hash22(float2 p)
{
p = float2(dot(p, float2(127.1, 311.7)),
dot(p, float2(269.5, 183.3)));
return -1.0 + 2.0 * frac(sin(p) * 43758.5453);
}
float GradientNoise(float2 uv)
{
float2 i = floor(uv);
float2 f = frac(uv);
float2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
return lerp(
lerp(dot(Hash22(i + float2(0, 0)), f - float2(0, 0)),
dot(Hash22(i + float2(1, 0)), f - float2(1, 0)), u.x),
lerp(dot(Hash22(i + float2(0, 1)), f - float2(0, 1)),
dot(Hash22(i + float2(1, 1)), f - float2(1, 1)), u.x),
u.y);
}
float HaarFBM(float2 uv, float2 drift)
{
float2 p = uv * _NoiseScale;
float2 uvA = p + drift;
float n = GradientNoise(uvA) * 0.500;
n += GradientNoise(uvA * 2.01 + 3.7) * 0.250;
n += GradientNoise(uvA * 4.03 + 7.3) * 0.125;
n += GradientNoise(uvA * 8.07 + 1.9) * 0.063;
float2 uvB = p + drift * float2(0.7, -0.4) + float2(17.3, 5.8);
float m = GradientNoise(uvB) * 0.500;
m += GradientNoise(uvB * 2.05 + 9.1) * 0.250;
m += GradientNoise(uvB * 4.11 + 2.6) * 0.125;
float combined = lerp(n, m, 0.4);
return saturate(combined * 0.5 + 0.5);
}
// ── Vertex ────────────────────────────────────────────────
Varyings Vert(AppData input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.worldPosition = input.vertex;
output.vertex = UnityObjectToClipPos(input.vertex);
output.uv = input.texcoord;
output.color = input.color * _Color;
return output;
}
// ── Fragment ──────────────────────────────────────────────
fixed4 Frag(Varyings input) : SV_Target
{
#ifdef UNITY_UI_CLIP_RECT
float clipAlpha = UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
#else
float clipAlpha = 1.0;
#endif
fixed4 texColor = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color;
float2 centredUv = input.uv - 0.5;
centredUv.x *= _AspectRatio;
float dist = length(centredUv) * 2.0;
float2 drift = _FogMotion > 0.5
? float2(_Time.y * _DriftSpeed, _Time.y * _DriftSpeed * 0.3)
: float2(0.0, 0.0);
float fogNoise = HaarFBM(input.uv, drift);
float noiseBias = (fogNoise - 0.5) * _EdgeSoftness * 2.5;
float softEdge = _EdgeSoftness * 0.8;
float threshold = lerp(-_EdgeSoftness * 2.0, 2.5, _FogAmount);
float fogMask = 1.0 - smoothstep(
threshold - softEdge + noiseBias,
threshold + softEdge + noiseBias,
dist
);
fogMask = saturate(fogMask);
fixed4 result;
if (_UseSprite > 0.5)
{
// Sprite mode — fog mask directly gates the sprite's alpha
// Pixels outside the fog are fully transparent
// Pixels inside the fog draw the sprite normally
// The fog edge produces a soft natural reveal with noise
result.rgb = texColor.rgb;
result.a = texColor.a * fogMask * clipAlpha;
}
else
{
// Transparent mode — purely procedural fog colour
float density = 1.0 - fogNoise * _DensityVariation;
result.rgb = _FogColor.rgb * density;
result.a = fogMask * _FogIntensity * clipAlpha;
}
#ifdef UNITY_UI_ALPHACLIP
clip(result.a - 0.001);
#endif
return result;
}
ENDCG
}
}
}

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Shader "BriarQueen/UI/Light Glow"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1, 1, 1, 1)
_LightColor ("Light Color", Color) = (1, 0.78, 0.35, 1)
_Intensity ("Intensity", Range(0, 8)) = 1.5
_Radius ("Radius", Range(0, 1)) = 0.35
_Falloff ("Falloff", Range(0.001, 1)) = 0.35
_Softness ("Softness", Range(0.25, 6)) = 1.6
_Center ("Center", Vector) = (0.5, 0.5, 0, 0)
_FlickerStrength ("Flicker Strength", Range(0, 1)) = 0.08
_FlickerSpeed ("Flicker Speed", Range(0, 20)) = 6
_FlickerOffset ("Flicker Offset", Float) = 0
_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 One
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct AppData
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
fixed4 _LightColor;
float _Intensity;
float _Radius;
float _Falloff;
float _Softness;
float4 _Center;
float _FlickerStrength;
float _FlickerSpeed;
float _FlickerOffset;
Varyings Vert(AppData input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.worldPosition = input.vertex;
output.vertex = UnityObjectToClipPos(input.vertex);
output.uv = input.texcoord;
output.color = input.color * _Color;
return output;
}
fixed4 Frag(Varyings input) : SV_Target
{
fixed4 sprite = tex2D(_MainTex, input.uv) + _TextureSampleAdd;
float dist = distance(input.uv, _Center.xy);
float glow = 1.0 - smoothstep(_Radius, _Radius + _Falloff, dist);
glow = pow(saturate(glow), _Softness);
float flickerA = sin((_Time.y + _FlickerOffset) * _FlickerSpeed);
float flickerB = sin((_Time.y + _FlickerOffset) * _FlickerSpeed * 2.37 + 1.91);
float flicker = 1.0 + ((flickerA * 0.65 + flickerB * 0.35) * _FlickerStrength);
float alpha = glow * sprite.a * input.color.a * _LightColor.a * saturate(flicker);
#ifdef UNITY_UI_CLIP_RECT
alpha *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
#endif
fixed4 color;
color.rgb = _LightColor.rgb * _Intensity;
color.a = alpha;
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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Shader "BriarQueen/UI/Menu Selection Brush"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (0.02, 0.018, 0.015, 0.86)
_Reveal ("Reveal", Range(0, 1)) = 1
_RevealSoftness ("Reveal Softness", Range(0.001, 0.35)) = 0.08
_EdgeFade ("Edge Fade", Range(0.001, 0.35)) = 0.12
_EndFade ("End Fade", Range(0.001, 0.35)) = 0.08
_NoiseStrength ("Noise Strength", Range(0, 1)) = 0.18
_NoiseScale ("Noise Scale", Range(1, 80)) = 24
_StreakStrength ("Streak Strength", Range(0, 1)) = 0.22
_StreakScale ("Streak Scale", Range(1, 80)) = 18
_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
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct AppData
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float _Reveal;
float _RevealSoftness;
float _EdgeFade;
float _EndFade;
float _NoiseStrength;
float _NoiseScale;
float _StreakStrength;
float _StreakScale;
float Hash21(float2 p)
{
p = frac(p * float2(123.34, 345.45));
p += dot(p, p + 34.345);
return frac(p.x * p.y);
}
float ValueNoise(float2 uv)
{
float2 i = floor(uv);
float2 f = frac(uv);
float2 u = f * f * (3.0 - 2.0 * f);
float a = Hash21(i);
float b = Hash21(i + float2(1.0, 0.0));
float c = Hash21(i + float2(0.0, 1.0));
float d = Hash21(i + float2(1.0, 1.0));
return lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y);
}
Varyings Vert(AppData input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.worldPosition = input.vertex;
output.vertex = UnityObjectToClipPos(input.vertex);
output.uv = input.texcoord;
output.color = input.color * _Color;
return output;
}
fixed4 Frag(Varyings input) : SV_Target
{
fixed4 color = (tex2D(_MainTex, input.uv) + _TextureSampleAdd) * input.color;
float reveal = saturate(_Reveal);
float halfWidth = reveal * 0.5;
float distFromCenter = abs(input.uv.x - 0.5);
float revealMask = 1.0 - smoothstep(halfWidth, halfWidth + _RevealSoftness, distFromCenter);
revealMask *= smoothstep(0.0, 0.02, reveal);
float verticalFade = smoothstep(0.0, _EdgeFade, input.uv.y)
* (1.0 - smoothstep(1.0 - _EdgeFade, 1.0, input.uv.y));
float endFade = smoothstep(0.0, _EndFade, input.uv.x)
* (1.0 - smoothstep(1.0 - _EndFade, 1.0, input.uv.x));
float noise = ValueNoise(input.uv * _NoiseScale);
float streak = ValueNoise(float2(input.uv.x * _StreakScale, input.uv.y * 3.0));
float surface = 1.0 - (noise * _NoiseStrength) - (streak * _StreakStrength);
color.a *= revealMask * verticalFade * endFade * saturate(surface);
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}

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fileFormatVersion: 2
guid: d1534a024e2149c4a83bfc43e7e3f6d2
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: 5650ab1c221146bea0b3f89f10812aba
timeCreated: 1778339007

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Shader "BriarQueen/UI/Row Highlight"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1, 1, 1, 1)
_HighlightColor ("Highlight Color", Color) = (0, 0, 0, 1)
_Intensity ("Intensity", Range(0, 1)) = 0.6
_HorizontalWidth ("Horizontal Width", Range(0.1, 1)) = 0.7
_VerticalWidth ("Vertical Width", Range(0.1, 1)) = 0.7
_CentreDarkness ("Centre Darkness", Range(1, 4)) = 2.0
_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
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct AppData
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
fixed4 _HighlightColor;
float _Intensity;
float _HorizontalWidth;
float _VerticalWidth;
float _CentreDarkness;
Varyings Vert(AppData input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.worldPosition = input.vertex;
output.vertex = UnityObjectToClipPos(input.vertex);
output.uv = input.texcoord;
output.color = input.color * _Color;
return output;
}
fixed4 Frag(Varyings input) : SV_Target
{
#ifdef UNITY_UI_CLIP_RECT
float clipAlpha = UnityGet2DClipping(input.worldPosition.xy, _ClipRect);
#else
float clipAlpha = 1.0;
#endif
float2 uv = input.uv * 2.0 - 1.0;
// smoothstep reaches exactly 0 at _Width — no rect boundary visible
float h = 1.0 - smoothstep(0.0, _HorizontalWidth, abs(uv.x));
float v = 1.0 - smoothstep(0.0, _VerticalWidth, abs(uv.y));
float mask = h * v;
// Darker in the centre, lighter toward the fade edge
float radial = length(float2(abs(uv.x) / _HorizontalWidth,
abs(uv.y) / _VerticalWidth));
float centreBoost = pow(saturate(1.0 - radial), _CentreDarkness);
float brightness = lerp(1.0, 0.25, centreBoost);
fixed4 result;
result.rgb = _HighlightColor.rgb * brightness;
// Deliberately not multiplying by sprite or vertex alpha —
// transparent image or color has no effect on the gradient
result.a = mask * _Intensity * clipAlpha;
#ifdef UNITY_UI_ALPHACLIP
clip(result.a - 0.001);
#endif
return result;
}
ENDCG
}
}
}

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guid: 1d33867d58e44b3c9e0ddeabc7c67ee3
timeCreated: 1778339007