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Cielonos/Assets/External VFXs/Matthew Guz/Shaders Pack/Shader/URP/HLSL/Hologram_URP.shader
SoulliesOfficial ef7b479712 initial
2025-11-25 08:19:33 -05:00

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Shader "MatthewGuz/Hologram Shader"
{
Properties
{
_Color("Color", Color) = (0, 1, 1, 1)
_MainTex("Base (RGB)", 2D) = "white" {}
_AlphaTexture ("Alpha Mask (R)", 2D) = "white" {}
_Scale ("Alpha Tiling", Float) = 3
_ScrollSpeedV("Alpha scroll Speed", Range(0, 5.0)) = 1.0
_GlowIntensity ("Glow Intensity", Range(0.01, 1.0)) = 0.5
_GlitchSpeed ("Glitch Speed", Range(0, 50)) = 50.0
_GlitchIntensity ("Glitch Intensity", Range(0.0, 0.1)) = 0
}
SubShader
{
Tags{ "Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
Pass
{
Lighting Off
ZWrite On
Blend SrcAlpha One
Cull Back
CGPROGRAM
#pragma vertex vertexFunc
#pragma fragment fragmentFunc
#include "UnityCG.cginc"
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
};
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float3 worldNormal : NORMAL;
};
fixed4 _Color, _MainTex_ST;
sampler2D _MainTex, _AlphaTexture;
half _Scale, _ScrollSpeedV, _GlowIntensity, _GlitchSpeed, _GlitchIntensity;
v2f vertexFunc(appdata IN){
v2f OUT;
// Vertex displacement based on the Glitch effect
IN.vertex.z += sin(_Time.y * _GlitchSpeed * 5 * IN.vertex.y) * _GlitchIntensity;
// Convert the object position to clip space
OUT.position = UnityObjectToClipPos(IN.vertex);
// Keep the UVs of the object
OUT.uv = TRANSFORM_TEX(IN.uv, _MainTex);
// Keep the position in world space
OUT.worldPos = mul(unity_ObjectToWorld, IN.vertex).xyz;
// Calculate the normal in world space
OUT.worldNormal = UnityObjectToWorldNormal(IN.normal);
return OUT;
}
fixed4 fragmentFunc(v2f IN) : SV_Target{
// Calculate the alpha texture using the world position
fixed4 alphaColor = tex2D(_AlphaTexture, IN.worldPos.xy * _Scale + _Time.y * _ScrollSpeedV);
// Calculate the main texture
fixed4 pixelColor = tex2D (_MainTex, IN.uv);
// Apply the alpha from the texture to the pixelColor
pixelColor.w = alphaColor.w;
// Edge (rim) effect using the normal in world space
half rim = 1.0 - saturate(dot(normalize(_WorldSpaceCameraPos - IN.worldPos), IN.worldNormal));
// Apply color, rim effect, and glow
return pixelColor * _Color * (rim + _GlowIntensity);
}
ENDCG
}
}
}