112 lines
3.1 KiB (Stored with Git LFS)
Plaintext
112 lines
3.1 KiB (Stored with Git LFS)
Plaintext
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
|
|
}
|
|
}
|
|
}
|