Ok so i have a hexagon map with each gameobject’s material is set to a rim effect shader code:
Shader “SFHologram/HologramShader”
{
Properties
{
// General
_Brightness(“Brightness”, Range(0.1, 6.0)) = 3.0
//_HexMapFadeEffect (“_HexMapFadeEffect”, Range (0.0, 1.0)) = 1.0
_Direction (“Direction”, Vector) = (0,1,0,0)
// Main Color
_MainTex (“MainTexture”, 2D) = “white” {}
_MainColor (“MainColor”, Color) = (1,1,1,1)
// Rim/Fresnel
_RimColor (“Rim Color”, Color) = (1,1,1,1)
_RimPower (“Rim Power”, Range(0.1, 10)) = 5.0
// Scanline
_ScanTiling (“Scan Tiling”, Range(0.01, 10.0)) = 0.05
_ScanSpeed (“Scan Speed”, Range(-2.0, 2.0)) = 1.0
// Glow
_GlowTiling (“Glow Tiling”, Range(0.01, 1.0)) = 0.05
_GlowSpeed (“Glow Speed”, Range(-10.0, 10.0)) = 1.0
// Glitch
_GlitchSpeed (“Glitch Speed”, Range(0, 50)) = 1.0
_GlitchIntensity (“Glitch Intensity”, Float) = 0
// Alpha Flicker
_FlickerTex (“Flicker Control Texture”, 2D) = “white” {}
_FlickerSpeed (“Flicker Speed”, Range(0.01, 100)) = 1.0
// Settings
[HideInInspector] _Fold("__fld", Float) = 1.0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
ColorMask RGB
Cull Back
Pass
{
CGPROGRAM
#pragma shader_feature _SCAN_ON
#pragma shader_feature _GLOW_ON
#pragma shader_feature _GLITCH_ON
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 worldVertex : TEXCOORD1;
float3 viewDir : TEXCOORD2;
float3 worldNormal : NORMAL;
};
sampler2D _MainTex;
sampler2D _FlickerTex;
float4 _Direction;
float4 _MainTex_ST;
float4 _MainColor;
float4 _RimColor;
float _RimPower;
float _GlitchSpeed;
float _GlitchIntensity;
float _Brightness;
float _HexMapFadeEffect;
float _ScanTiling;
float _ScanSpeed;
float _GlowTiling;
float _GlowSpeed;
float _FlickerSpeed;
v2f vert (appdata v)
{
v2f o;
// Glitches
#if _GLITCH_ON
v.vertex.x += _GlitchIntensity * (step(0.5, sin(_Time.y * 2.0 + v.vertex.y * 1.0)) * step(0.99, sin(_Time.y*_GlitchSpeed * 0.5)));
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldVertex = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.viewDir = normalize(UnityWorldSpaceViewDir(o.worldVertex.xyz));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 texColor = tex2D(_MainTex, i.uv);
half dirVertex = (dot(i.worldVertex, normalize(float4(_Direction.xyz, 1.0))) + 1) / 2;
// Scanlines
float scan = 0.0;
#ifdef _SCAN_ON
scan = step(frac(dirVertex * _ScanTiling + _Time.w * _ScanSpeed), 0.5) * 0.65;
#endif
// Glow
float glow = 0.0;
#ifdef _GLOW_ON
glow = frac(dirVertex * _GlowTiling - _Time.x * _GlowSpeed);
#endif
// Flicker
fixed4 flicker = tex2D(_FlickerTex, _Time * _FlickerSpeed);
// Rim Light
half rim = 1.0-saturate(dot(i.viewDir, i.worldNormal));
fixed4 rimColor = _RimColor * pow (rim, _RimPower);
fixed4 col = texColor * _MainColor + (glow * 0.35 * _MainColor) + rimColor;
col.a = texColor.a * _HexMapFadeEffect * (scan + rim + glow) * flicker;
col.rgb *= _Brightness;
return col;
}
ENDCG
}
}
CustomEditor "HologramShaderGUI"
}
when im in game it seems like this effects my water4Advanced and simply skips to draw it, if the water is far enough away from my camera so it gives me this output… :