Created
August 17, 2017 05:28
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A sample hologram shader built as a part of World of Zero during this video: https://youtu.be/vlYGmVC_Qzg
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// Hologram Shader built for World of Zero | |
Shader "World of Zero/Hologram" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_Color ("Color", Color) = (1, 0, 0, 1) | |
_Bias("Bias", Float) = 0 | |
_ScanningFrequency ("Scanning Frequency", Float) = 100 | |
_ScanningSpeed ("Scanning Speed", Float) = 100 | |
} | |
SubShader | |
{ | |
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" } | |
LOD 100 | |
ZWrite Off | |
Blend SrcAlpha One | |
Cull Off | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(2) | |
float4 vertex : SV_POSITION; | |
float4 objVertex : TEXCOORD1; | |
}; | |
fixed4 _Color; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
float _Bias; | |
float _ScanningFrequency; | |
float _ScanningSpeed; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.objVertex = mul(unity_ObjectToWorld, v.vertex); | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// sample the texture | |
fixed4 col = tex2D(_MainTex, i.uv); | |
// apply fog | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
col = _Color * max(0, cos(i.objVertex.y * _ScanningFrequency + _Time.x * _ScanningSpeed) + _Bias); | |
col *= 1 - max(0, cos(i.objVertex.x * _ScanningFrequency + _Time.x * _ScanningSpeed) + 0.9); | |
col *= 1 - max(0, cos(i.objVertex.z * _ScanningFrequency + _Time.x * _ScanningSpeed) + 0.9); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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