2D gold shine/sparkle shader

Hello everyone,
I’m fairly new to hlsl and cg but my first shader turned out pretty good.
Now however, I want to make a shader which imitates a shine or sparkle effect for the reward text the player gets when finishing a level in my game.
I want it to look something like this


Does anyone have an idea how I can do this?

After a whole day of messing around, I finally managed to create the shine effect.
If anyone is interested in it, here is the code (it is based on the standard UI shader)

Shader "Custom/BlingShader"
{
    Properties
    {
        [PerRendererData] _MainTex("Sprite 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

        _Speed("Bling Speed", Float) = 2
        _Thickness("Bling Thickness", Range(0, 1)) = 0.8
    }

        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"

#pragma multi_compile __ UNITY_UI_ALPHACLIP

    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 _TextureSampleAdd;
    float4 _ClipRect;

    v2f vert(appdata_t IN)
    {
        v2f OUT;
        OUT.worldPosition = IN.vertex;
        OUT.vertex = mul(UNITY_MATRIX_MVP, OUT.worldPosition);

        OUT.texcoord = IN.texcoord;

#ifdef UNITY_HALF_TEXEL_OFFSET
        OUT.vertex.xy += (_ScreenParams.zw - 1.0)*float2(-1,1);
#endif

        OUT.color = IN.color * _Color;
        return OUT;
    }

    sampler2D _MainTex;
    float _Speed;
    float _Thickness;

    fixed4 frag(v2f IN) : SV_Target
    {
        half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;

        float x = (IN.worldPosition.x + _ScreenParams[0] / 2) / _ScreenParams[0];
        float y = (IN.worldPosition.y + _ScreenParams[1] / 2) / _ScreenParams[1];
        float f = 1 + x - (_SinTime[3] * _Speed);
        if (_CosTime[3] > 0)
        {
            if (y >= f && y <= f + _Thickness)
                color /= 1 - (f - y) - _Thickness;
            if (y >= f - _Thickness && y <= f)
                color /= 1 + (f - y) - _Thickness;
        }
        color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);

#ifdef UNITY_UI_ALPHACLIP
        clip(color.a - 0.001);
#endif

        return color;
    }
        ENDCG
    }
    }
}
1 Like

Just what I was looking for, thanks for sharing.

I have a question. I recall reading that if’s in a shader give a performance hit.
Apparently its ok to use them sometimes and not others (I’m very new to shader coding).
I was wondering if the “if’s” in the shader code above are a problem with regards to performance?