jirevwe
10/15/2017 - 11:53 AM

SpriteRe 2d Hologram Shader

SpriteRe 2d Hologram Shader

Shader "Unlit/maskedSprite"
{
     Properties
     {
		[Toggle]_ShowMask ("Preview mask", Float) = 0
		[Space]
		[Toggle]_UseAlpha ("Vertex Alpha > Threshold", Float) = 0
		[Space]
		_MaskThrs ("Mask Threshold", Range(0,1)) = .5
		_MaskSoft ("Mask Width", Range (0.001, 3)) = 1
		_MaskRot ("Mask rotation", Range (0, 1)) = 0
		[Space]
		[Toggle]_AutoThresh ("AutoCycle Threshold", Float) = 0
		_AutoSpeed ("Auto Speed", Range(0,120)) = 5
		[Space(20)]
		[Header(Calibration)]
		_MaskOffs ("Offset", Float) = 0
		_MaskScal ("Scale", Float) = 1
		[Space(20)]
		[HDR]_Color ("Color", Color) = (1,1,1,1)   
		_MainTex ("Base (RGB) Alpha (A)", 2D) = "white"
		_MaskTxtr ("Mask Gradient", 2D) = "white"
	}
 
	Category
	{
         Lighting Off
         ZWrite Off
         //ZWrite On  // uncomment if you have problems like the sprite disappear in some rotations.
         Cull off
         Blend SrcAlpha OneMinusSrcAlpha
        //  AlphaTest Greater 0.001  // uncomment if you have problems like the sprites or 3d text have white quads instead of alpha pixels.
        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" 
		"DisableBatching"="True" // this disables batching (fixes issue when mask can be applied to multiple objects)
		}
         SubShader
         {
 
              Pass
              {
                    CGPROGRAM
                    #pragma vertex vert
                    #pragma fragment frag
					#include "UnityCG.cginc"

                    half4 _Color;
                    
                    sampler2D _MainTex;
                    float4 _MainTex_ST;
					sampler2D _MaskTxtr;
                    float4 _MaskTxtr_ST;
					half _ShowMask, _AutoThresh, _UseAlpha;
					float _MaskThrs, _MaskAngl, _MaskSoft, _MaskRot, _MaskOffs, _MaskScal, _AutoSpeed;

                    struct appdata_t {
                        float4 vertex : POSITION;
                        fixed4 color : COLOR;
                       	float2 uv : TEXCOORD0;
						   
                    };

                    struct v2f {
                        float4 vertex : SV_POSITION;
                        fixed4 color : COLOR;
                        float2 uv : TEXCOORD0;
                        float2 mask : TEXCOORD1;
                    };
					
                    v2f vert (appdata_t v)
                    {
                        v2f o;
                        o.vertex = UnityObjectToClipPos(v.vertex);

                        o.color = lerp(v.color, half4(v.color.rgb, 1), _UseAlpha);
                        o.uv = v.uv;
						o.mask.x = (lerp(v.vertex.x,v.vertex.y,_MaskRot) + _MaskOffs) * _MaskScal;
						float thsh = lerp( lerp(_MaskThrs, v.color.a, _UseAlpha), frac(_Time.x*_AutoSpeed), _AutoThresh);
						o.mask.y = (thsh-.5) * (1 + _MaskSoft*2) + (thsh-.5);
                        return o;
                    }

                    fixed4 frag (v2f i) : SV_Target
                    {
						
						float maskX = smoothstep( i.mask.y-_MaskSoft, i.mask.y+_MaskSoft, i.mask.x);
						float mask = tex2D(_MaskTxtr, half2(maskX, _MaskTxtr_ST.z));
						fixed4 smpl = tex2D(_MainTex, i.uv);
						smpl.a *= mask;
						
						smpl = lerp(smpl, fixed4(mask,mask,mask,1), _ShowMask);
						clip(smpl.a-.001);
						
						fixed4 color = i.color * _Color;
                        return smpl * color;
                    }
                    ENDCG 
                 }
             }
         }
     }