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- // Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
- Shader "FORGE3D/Holographic" {
- Properties {
- _MainTex ("Interlace Mask", 2D) = "white" {}
- _bLayerColorA ("Tint Color A", Color) = (0.5,0.5,0.5,0.5)
- _bLayerColorB ("Tint Color B", Color) = (0.5,0.5,0.5,0.5)
- _bLayerColorC ("Tint Color C", Color) = (0.5,0.5,0.5,0.5)
- _Inter("Interlace scale: Back, X, Y | UV Speed", Vector) = (0.1,200,100,50)
- _FresPow("Surface Factor", float) = 0
- _FresMult("Surface Mult", float) = 0
- _FresPowOut("Edge Factor", float) = 0
- _FresMultOut("Edge Mult", float) = 0
- _InvFade ("Soft Fade Factor", Range(0.01,3.0)) = 1.0
- _Fade ("Fade Factor", Range(0.0,1.0)) = 1.0
- }
- Category {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Blend OneMinusDstColor One
- AlphaTest Greater .01
- ColorMask RGB
- Cull Back Lighting Off ZWrite Off
- SubShader {
-
- Pass {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_particles
- #include "UnityCG.cginc"
-
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float4 normal: NORMAL;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- #ifdef SOFTPARTICLES_ON
- float4 projPos : TEXCOORD1;
- #endif
- float3 normalDir : TEXCOORD2;
- float3 posWorld : TEXCOORD3;
- float4 screenPos : TEXCOORD4;
- };
-
- sampler2D _MainTex;
- fixed4 _bLayerColorA, _bLayerColorB, _bLayerColorC;
- float4 _MainTex_ST;
- float _FresPow, _FresMult;
- float _FresPowOut, _FresMultOut;
- float4 _Inter;
- sampler2D_float _CameraDepthTexture;
- float _InvFade;
- float _Fade;
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- #ifdef SOFTPARTICLES_ON
- o.projPos = ComputeScreenPos (o.vertex);
- COMPUTE_EYEDEPTH(o.projPos.z);
- #endif
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- o.normalDir = normalize(mul(unity_ObjectToWorld, float4(v.normal.xyz,0)).xyz);
- o.posWorld = mul(unity_ObjectToWorld, v.vertex);
- o.screenPos = ComputeScreenPos(o.vertex);
- return o;
- }
-
- float4 frag (v2f i) : COLOR
- {
- #ifdef SOFTPARTICLES_ON
- float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
- float partZ = i.projPos.z;
- float fade = saturate (_InvFade * (sceneZ-partZ));
- i.color.a *= fade;
- #endif
-
- float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
-
- float4 objectOrigin = mul(unity_ObjectToWorld, float4(0.0,0.0,0.0,1.0) );
- float dist = distance(_WorldSpaceCameraPos.xyz, objectOrigin.xyz);
- float2 wcoord = i.screenPos.xy / i.screenPos.w;
-
- wcoord *= dist * _Inter.x;
- float3 nMask = tex2D(_MainTex, wcoord + float2(0, _Time.x * _Inter.w));
- wcoord.x *= _Inter.y;
- wcoord.y *= _Inter.z;
-
- float3 hMask = tex2D(_MainTex, wcoord + float2(0, _Time.x * _Inter.w));
- float fresnel = pow(abs(dot(viewDirection, i.normalDir)), _FresPow) * _FresMult;
- float3 bLayer = lerp(_bLayerColorA, _bLayerColorB, fresnel);
- float fresnelOut = pow(1 - abs(dot(viewDirection, i.normalDir)), _FresPowOut) * _FresMultOut;
- float3 bLayerC = _bLayerColorC * fresnelOut;
- float3 final = saturate(bLayer + bLayerC + hMask * (bLayer + bLayerC) + nMask * (bLayer + bLayerC)) * i.color.a;
-
- return float4(final * _Fade, 1);
-
-
-
- }
- ENDCG
- }
- }
- }
- }
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