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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
Shader "Zololgo/Sci-Fi Hologram"
{
Properties
{
_Brightness ("Brightness", Range(0,4)) = 1
_Fade ("Fade", Range(0,1)) = 0
_RimColor ("Tint", Color) = (0.5,0.5,0.5,1)
_RimStrenght ("Rim strength", Range(0,2)) = 0
_RimFalloff ("Rim falloff", Range(0,1)) = 1
_Color ("Tint", Color) = (0.5,0.5,0.5,1)
_MainTex ("Color(RGB) Fade(A)", 2D) = "grey" {}
_Scanlines ("Scanlines", 2D) = "white" {}
_Scan2 ("Scanlines 2 ", 2D) = "white" {}
_ScanStr ("Strength", Range(0,1)) = 1
_ScanStr2 ("Strength", Range(0,1)) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent"}
LOD 100
Pass
{
zwrite off
blend one one
cull off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile SCAN2_OFF SCAN2_ON
sampler2D _MainTex, _Scanlines, _Scan2;
float4 _Color, _RimColor, _MainTex_ST, _Scanlines_ST, _Scan2_ST;
float _Fade, _RimStrenght, _Brightness, _RimFalloff, _ScanStr, _ScanStr2;
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float4 color : COLOR;
float2 uv_main : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 uv_main : TEXCOORD0;
float2 scanlines_uv : TEXCOORD1;
float2 scan2_uv : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv_main = TRANSFORM_TEX(v.uv_main, _MainTex);
float4 screenPosOrigin = ComputeScreenPos(UnityObjectToClipPos(half4(0,0,0,1)));
float4 screenPos = ComputeScreenPos(o.vertex);
float dis = length(ObjSpaceViewDir(half4(0,0,0,0)));
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float2 flicker_uv = screenPos.xy / screenPos.w - screenPosOrigin.xy / screenPosOrigin.w;
flicker_uv.y = worldPos.y; // y-on világkoordináta, flicker térbleiséghez kell
o.scanlines_uv = flicker_uv * _Scanlines_ST.xy + frac(_Time.x*_Scanlines_ST.zw);
o.scan2_uv = o.scanlines_uv;
#if SCAN2_ON
o.scan2_uv = flicker_uv * _Scan2_ST.xy + frac(_Time.x*_Scan2_ST.zw);
#endif
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float fresnel_rim = 1 - abs(dot(v.normal, viewDir));
float fresnel_dissolve = 1 - dot(v.normal, viewDir);
o.color = _Color*max(0,lerp(1,(0.5-fresnel_dissolve),_Fade*2.0)) + lerp(0,smoothstep(1 - _RimFalloff, 1.0, fresnel_rim), _RimStrenght) * _RimColor * 2.0;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 main = tex2D(_MainTex, i.uv_main) * _Brightness;
fixed4 rim = i.color;
fixed4 pri = tex2D (_Scanlines, i.scanlines_uv) * _ScanStr;
fixed4 msk = fixed4(0,0,0,0);
#if SCAN2_ON
msk = tex2D (_Scan2, i.scan2_uv) * _ScanStr2;
#endif
return main * max(pri,msk) * rim * fixed4(0.5,0.5,0.5,0.5);
}
ENDCG
}
}
CustomEditor "SciFiHologramShaderGUI"
}