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A sample hologram shader built as a part of World of Zero during this video: https://youtu.be/vlYGmVC_Qzg
// 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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