Took angled gradients generated from uv x or uv y and multiplied them by an RGBA mask of the logo where each part of the logo belongs to a different channel in the mask. Alpha contains the border mask.
A shader that takes a sprite (the button shape) and distorts it with a procedural wave shape that rotates. Distortion shape is generated by remapping the uv x and y cordinates and applying that as distortion to the normal uv cordinates of the texture
This was a reward VFX for unlocking a Trophy. I used a particle driven shader for the trophy sheen so that it is controlled by the particle system's lifetime and color/alpha.
2D VFX
This album contains many examples of 2D VFX shader work I had to do for Level Ex's 2D UI team.