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FXHologram.shader

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Aug 21st, 2017
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  1. // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
  2. // Edited by MinionsArt for hologram effect
  3.  
  4. Shader "FX/Hologram Effect" {
  5. Properties{
  6. _TintColor("Tint Color", Color) = (0,0.5,1,1)
  7. _RimColor("Rim Color", Color) = (0,1,1,1)
  8. _MainTex("Main Texture", 2D) = "white" {}
  9. _GlitchTime("Glitches Over Time", Range(0.01,3.0)) = 1.0
  10. _WorldScale("Line Amount", Range(1,200)) = 20
  11. }
  12.  
  13. Category{
  14. Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Sphere" }
  15. Blend SrcAlpha OneMinusSrcAlpha
  16. ColorMask RGB
  17. Cull Back
  18. SubShader{
  19. Pass{
  20.  
  21. CGPROGRAM
  22. #pragma vertex vert
  23. #pragma fragment frag
  24. #pragma target 2.0
  25.  
  26.  
  27. #include "UnityCG.cginc"
  28.  
  29. sampler2D _MainTex;
  30. fixed4 _TintColor;
  31. fixed4 _RimColor;
  32.  
  33.  
  34. struct appdata_t {
  35. float4 vertex : POSITION;
  36. fixed4 color : COLOR;
  37.  
  38. float2 texcoord : TEXCOORD0;
  39. float3 normal : NORMAL; // vertex normal
  40. UNITY_VERTEX_INPUT_INSTANCE_ID
  41. };
  42.  
  43. struct v2f {
  44. float4 vertex : SV_POSITION;
  45. fixed4 color : COLOR;
  46. float2 texcoord : TEXCOORD0;
  47. float3 wpos : TEXCOORD1; // worldposition
  48. float3 normalDir : TEXCOORD2; // normal direction for rimlighting
  49.  
  50. };
  51.  
  52. float4 _MainTex_ST;
  53. float _GlitchTime;
  54. float _WorldScale;
  55. float _OptTime = 0;
  56.  
  57. v2f vert(appdata_t v)
  58. {
  59. v2f o;
  60.  
  61. o.vertex = UnityObjectToClipPos(v.vertex);
  62.  
  63. // Vertex glitching
  64. _OptTime = _OptTime == 0 ? sin(_Time.w * _GlitchTime) : _OptTime;// optimisation
  65. float glitchtime = step(0.99, _OptTime); // returns 1 when sine is near top, otherwise returns 0;
  66. float glitchPos = v.vertex.y + _SinTime.y;// position on model
  67. float glitchPosClamped = step(0, glitchPos) * step(glitchPos, 0.2);// clamped segment of model
  68. o.vertex.xz += glitchPosClamped * 0.1 * glitchtime * _SinTime.y;// moving the vertices when glitchtime returns 1;
  69.  
  70.  
  71. o.color = v.color;
  72. o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
  73.  
  74. // world position and normal direction
  75. o.wpos = mul(unity_ObjectToWorld, v.vertex).xyz;
  76. o.normalDir = normalize(mul(float4(v.normal, 0.0), unity_WorldToObject).xyz);
  77.  
  78. return o;
  79. }
  80.  
  81. fixed4 frag(v2f i) : SV_Target
  82. {
  83. float4 text = tex2D(_MainTex, i.texcoord) * _TintColor;// texture
  84.  
  85. // rim lighting
  86. float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.wpos.xyz);
  87. half rim = 1.0 - saturate(dot(viewDirection, i.normalDir));// rimlight based on view and normal
  88.  
  89. // small scanlines down
  90. float fraclines = frac((i.wpos.y * _WorldScale) + _Time.y);//small lines
  91. float scanlines = step(fraclines, 0.5);// cut off based on 0.5
  92. // big scanline up
  93. float bigfracline = frac((i.wpos.y ) - _Time.x * 4);// big gradient line
  94.  
  95. fixed4 col = text + (bigfracline * 0.4 * _TintColor) +(rim * _RimColor);// end result color
  96.  
  97. col.a = 0.8 * (scanlines + rim + bigfracline);// alpha based on scanlines and rim
  98.  
  99. return col;
  100. }
  101. ENDCG
  102. }
  103. }
  104. }
  105. }
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