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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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// Edited by MinionsArt for hologram effect
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Shader "FX/Hologram Effect" {
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	Properties{
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		_TintColor("Tint Color", Color) = (0,0.5,1,1)
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		_RimColor("Rim Color", Color) = (0,1,1,1)
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		_MainTex("Main Texture", 2D) = "white" {}
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		_GlitchTime("Glitches Over Time", Range(0.01,3.0)) = 1.0
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		_WorldScale("Line Amount", Range(1,200)) = 20
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	}
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		Category{
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		Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Sphere" }
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		Blend SrcAlpha OneMinusSrcAlpha 
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		ColorMask RGB
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		Cull Back 
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		SubShader{
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		Pass{
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		CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#include "UnityCG.cginc"
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	sampler2D _MainTex;
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	fixed4 _TintColor;
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	fixed4 _RimColor;
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	struct appdata_t {
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		float4 vertex : POSITION;
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		fixed4 color : COLOR;
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		float2 texcoord : TEXCOORD0;
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		float3 normal : NORMAL; // vertex normal
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		UNITY_VERTEX_INPUT_INSTANCE_ID
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	};
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	struct v2f {
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		float4 vertex : SV_POSITION;
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		fixed4 color : COLOR;
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		float2 texcoord : TEXCOORD0;
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		float3 wpos : TEXCOORD1; // worldposition
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		float3 normalDir : TEXCOORD2; // normal direction for rimlighting
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	};
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	float4 _MainTex_ST;
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	float _GlitchTime;
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	float _WorldScale;
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	float _OptTime = 0;
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	v2f vert(appdata_t v)
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	{
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		v2f o;
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		o.vertex = UnityObjectToClipPos(v.vertex);
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		// Vertex glitching
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		_OptTime = _OptTime == 0 ? sin(_Time.w * _GlitchTime) : _OptTime;// optimisation
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		float glitchtime = step(0.99, _OptTime); // returns 1 when sine is near top, otherwise returns 0;
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		float glitchPos = v.vertex.y + _SinTime.y;// position on model
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		float glitchPosClamped = step(0, glitchPos) * step(glitchPos, 0.2);// clamped segment of model
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		o.vertex.xz += glitchPosClamped * 0.1 * glitchtime * _SinTime.y;// moving the vertices when glitchtime returns 1;
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		o.color = v.color;
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		o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
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		// world position and normal direction
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		o.wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
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		o.normalDir = normalize(mul(float4(v.normal, 0.0), unity_WorldToObject).xyz);
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		return o;
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	}
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	fixed4 frag(v2f i) : SV_Target
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	{
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		float4 text = tex2D(_MainTex, i.texcoord) * _TintColor;// texture
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		// rim lighting
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		float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.wpos.xyz);
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		half rim = 1.0 - saturate(dot(viewDirection, i.normalDir));// rimlight based on view and normal
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		// small scanlines down
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		float fraclines = frac((i.wpos.y * _WorldScale) + _Time.y);//small lines 
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		float scanlines = step(fraclines, 0.5);// cut off based on 0.5
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		// big scanline up
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		float bigfracline = frac((i.wpos.y ) - _Time.x * 4);// big gradient line
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		fixed4 col = text + (bigfracline * 0.4 * _TintColor) +(rim * _RimColor);// end result color 
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		col.a = 0.8 * (scanlines + rim + bigfracline);// alpha based on scanlines and rim
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		return col;
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		}
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		ENDCG
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	}
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	}
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	}
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}