float2 uv = _surface.diffuseTexcoord; uv = uv*2.0 - 1.0; float r_big = .225; float hl_big = smoothstep(1.0 - r_big, 1.0 - r_big + 0.05, 1.0 - length(uv - float2(-0.15, -0.15))); float r_small = .075; float hl_small = smoothstep(1.0 - r_small, 1.0 - r_small + 0.05, 1.0 - length(uv - float2(00.1750,00.1750))); _output.color.rgb += hl_big * 1.0 + hl_small * 0.9;