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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"
- }
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