Shader "UI/GoldTextGradient" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _TopColor ("Top Color (White)", Color) = (1.0, 0.98, 0.95, 1.0) _MiddleColor ("Middle Color (Light Gold)", Color) = (1.0, 0.82, 0.4, 1.0) _BottomColor ("Bottom Color (Amber Gold)", Color) = (0.82, 0.5, 0.1, 1.0) _MidPoint ("Gradient Mid Point", Range(0.1, 0.9)) = 0.35 _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 } 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 { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "UnityUI.cginc" struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; }; fixed4 _Color; fixed4 _TopColor; fixed4 _MiddleColor; fixed4 _BottomColor; float _MidPoint; sampler2D _MainTex; float4 _MainTex_ST; fixed4 _TextureSampleAdd; v2f vert(appdata_t IN) { v2f OUT; OUT.worldPosition = IN.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex); float y = saturate(IN.texcoord.y); fixed4 gradColor; if (y > _MidPoint) { float t = (y - _MidPoint) / (1.0 - _MidPoint); gradColor = lerp(_MiddleColor, _TopColor, t); } else { float t = y / _MidPoint; gradColor = lerp(_BottomColor, _MiddleColor, t); } OUT.color = IN.color * _Color * gradColor; return OUT; } fixed4 frag(v2f IN) : SV_Target { half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; return color; } ENDCG } } }