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hologram.shader
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hologram.shader
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Shader "Unlit/SpecialFX/Cool Hologram"
{
Properties
{
_MainTex ("Albedo Texture", 2D) = "white" {}
_TintColor("Tint Color", Color) = (1,1,1,1)
_Transparency("Transparency", Range(0.0,0.5)) = 0.25
_CutoutThresh("Cutout Threshold", Range(0.0,1.0)) = 0.2
_Distance("Distance", Float) = 1
_Amplitude("Amplitude", Float) = 1
_Speed ("Speed", Float) = 1
_Amount("Amount", Range(0.0,1.0)) = 1
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent" }
LOD 100
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _TintColor;
float _Transparency;
float _CutoutThresh;
float _Distance;
float _Amplitude;
float _Speed;
float _Amount;
v2f vert (appdata v)
{
v2f o;
v.vertex.xyz+=0.5*normalize(v.vertex.xyz);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv) + _TintColor;
col.a = _Transparency;
clip(col.r - _CutoutThresh);
return col;
}
ENDCG
}
}
}