Hologram Shader

Ahmed Schrute
2 min readNov 4, 2019
Car Hologram

Using Unity Shader Lab (HLSL(CG))

Implementing Rim Lighting Effect then Setting the Alpha to fade.

Fewer depth details Might be Produced by turning by Including a pass and getting the Z-Buffer calculation

Hologram CG program

CGPROGRAM

#pragma surface surf Lambert alpha:fade

#pragma target 3.0

float4 _RimColor;
half _RimRange;
struct Input
{

float3 viewDir;
};

void surf (Input IN, inout SurfaceOutput o)
{
half rim=1- saturate(dot(normalize(IN.viewDir),o.Normal));
o.Emission=_RimColor.rgb*pow(rim,_RimRange)*10;
o.Alpha=pow(rim,_RimRange);

}
ENDCG

For Turning Depth Details off use a pass before your CG Program

Pass{
ZWrite on
ColorMask 0

}

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