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 } } }