Shader "HoloShader" { Properties { _Brightness("Brightness", Range(0.1, 6.0)) = 3.0 _Alpha ("Alpha", Range (0.0, 1.0)) = 1.0 _Direction ("Direction", Vector) = (0,1,0,0) _MainTex ("MainTexture", 2D) = "white" {} _MainColor ("MainColor", Color) = (1,1,1,1) _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range(0.1, 10)) = 5.0 _ScanTiling ("Scan Tiling", Range(0.01, 10.0)) = 0.05 _ScanSpeed ("Scan Speed", Range(-2.0, 2.0)) = 1.0 _GlowTiling ("Glow Tiling", Range(0.01, 1.0)) = 0.05 _GlowSpeed ("Glow Speed", Range(-10.0, 10.0)) = 1.0 _GlitchSpeed ("Glitch Speed", Range(0, 50)) = 1.0 _GlitchIntensity ("Glitch Intensity", Float) = 0 _FlickerTex ("Flicker Control Texture", 2D) = "white" {} _FlickerSpeed ("Flicker Speed", Range(0.01, 100)) = 1.0 [HideInInspector] _Fold("__fld", Float) = 1.0 } SubShader { Tags { "Queue"="Transparent" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha LOD 100 ColorMask RGB Cull Back Pass { CGPROGRAM #pragma shader_feature _SCAN_ON #pragma shader_feature _GLOW_ON #pragma shader_feature _GLITCH_ON #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; float2 uv : TEXCOORD0; float4 worldVertex : TEXCOORD1; float3 viewDir : TEXCOORD2; float3 worldNormal : NORMAL; }; sampler2D _MainTex; sampler2D _FlickerTex; float4 _Direction; float4 _MainTex_ST; float4 _MainColor; float4 _RimColor; float _RimPower; float _GlitchSpeed; float _GlitchIntensity; float _Brightness; float _Alpha; float _ScanTiling; float _ScanSpeed; float _GlowTiling; float _GlowSpeed; float _FlickerSpeed; v2f vert (appdata v) { v2f o; #if _GLITCH_ON v.vertex.x += _GlitchIntensity * (step(0.5, sin(_Time.y * 2.0 + v.vertex.y * 1.0)) * step(0.99, sin(_Time.y*_GlitchSpeed * 0.5))); #endif o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.worldVertex = mul(unity_ObjectToWorld, v.vertex); o.worldNormal = UnityObjectToWorldNormal(v.normal); o.viewDir = normalize(UnityWorldSpaceViewDir(o.worldVertex.xyz)); return o; } fixed4 frag (v2f i) : SV_Target { fixed4 texColor = tex2D(_MainTex, i.uv); half dirVertex = (dot(i.worldVertex, normalize(float4(_Direction.xyz, 1.0))) + 1) / 2; float scan = 0.0; #ifdef _SCAN_ON scan = step(frac(dirVertex * _ScanTiling + _Time.w * _ScanSpeed), 0.5) * 0.65; #endif float glow = 0.0; #ifdef _GLOW_ON glow = frac(dirVertex * _GlowTiling - _Time.x * _GlowSpeed); #endif fixed4 flicker = tex2D(_FlickerTex, _Time * _FlickerSpeed); half rim = 1.0-saturate(dot(i.viewDir, i.worldNormal)); fixed4 rimColor = _RimColor * pow (rim, _RimPower); fixed4 col = texColor * _MainColor + (glow * 0.35 * _MainColor) + rimColor; col.a = texColor.a * _Alpha * (scan + rim + glow) * flicker; col.rgb *= _Brightness; return col; } ENDCG } } }