There are many things in this video you simply couldn’t replicate with Unity’s UI. Besides, using Unity’s UI for something as complex as this video would be torture. It’d be best to do these things with an actual video editing software like After Effects.
However, I do think most of the video could be replicated in Unity, but not solely with UnityUI.
Most of what’s shown here are meshes with only their wireframes being rendered. That could be done with a shader. There are some segments where the brain-like object is being chipped away. You could probably achieve that by using the same wireframe shader as the one the meshes use, but also use a mask for drawing the wireframe only in certain portions of the mesh.
I’m not sure about the sprawling effect at 0:28, though. I want to say particles with trails, but configuring the particles’ trails beforehand would be incredibly tedious.
Then there are the glitch effects. Those are possible, but again, you’d need your own solution - something like this, perhaps.
The lines could be done by drawing vectors, line renderers or even particles. There are lots of them, so using particles and line renderers would be extremely clumsy. Drawing vectors could be the most efficient way. I think GL.Lines draws lines on the GPU? There’s also Vectrosity on the Asset Store.
Then there are some good old, regular particles.
Then there’s the globe with all the rectangular nodes and small x’s etc. I’m not sure how that could be done, but I guess you could achieve it by using a few tiling textures for each of the small items, and then draw those textures in screen-space over the globe. Then I guess pick the sprite to the draw based on the luminance value of the globe’s surface?
All the sliding text windows etc. can be done with Unity’s UI, as well as the animation at 0:47.
The glitch effect at 0:52 is a bit more complex, however I think something like that could be achieved with an ASCII ray-marcher. Something similar to [this ](http:// http://polycount.com/discussion/comment/2397321#Comment_2397321)(props to DEElekgolo on Polycount, he’s a badass and I suggest checking out his Sketchbook thread there, it’s filled with awesomeness). You could use a high-contrast texture, and then keep on panning that across a quad on the screen, and have the ray-marcher render it.
Those fields of numbers could quite easily be achieved by generating a string consisting only out of numbers, but I’m not sure if that’s the best way.
I wasn’t supposed to spend this much time on this reply, but I must say I’m interested in this myself, might try doing something similar soon.