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