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

}

--

--