I added PASS to the Spine-Skeleton shader to add a holographic effect.
(3rd PASS)
`
Shader "Spine/Skeleton-R-Hologram" {
Properties {
_Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1
[NoScaleOffset] MainTex ("Main Texture", 2D) = "black" {}
[Toggle(STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
[HideInInspector] _StencilRef("Stencil Reference", Float) = 1.0
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp("Stencil Comparison", Float) = 8 // Set to Always as default
// Outline properties are drawn via custom editor.
[HideInInspector] _OutlineWidth("Outline Width", Range(0,8)) = 3.0
[HideInInspector] _OutlineColor("Outline Color", Color) = (1,1,0,1)
[HideInInspector] _OutlineReferenceTexWidth("Reference Texture Width", Int) = 1024
[HideInInspector] _ThresholdEnd("Outline Threshold", Range(0,1)) = 0.25
[HideInInspector] _OutlineSmoothness("Outline Smoothness", Range(0,1)) = 1.0
[HideInInspector][MaterialToggle(_USE8NEIGHBOURHOOD_ON)] _Use8Neighbourhood("Sample 8 Neighbours", Float) = 1
[HideInInspector] _OutlineMipLevel("Outline Mip Level", Range(0,3)) = 0
_Brightness ("Brightness", Range(0,4)) = 1
_Fade ("Fade", Range(0,1)) = 0
_RimColor ("Tint", Color) = (0.5,0.5,0.5,1)
_RimStrenght ("Rim strength", Range(0,2)) = 0
_RimFalloff ("Rim falloff", Range(0,1)) = 1
_Color ("Tint", Color) = (0.5,0.5,0.5,1)
_Scanlines ("Scanlines", 2D) = "white" {}
_ScanStr ("Strength", Range(0,1)) = 1
}
SubShader {
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Fog { Mode Off }
Cull Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
Lighting Off
Stencil {
Ref[_StencilRef]
Comp[_StencilComp]
Pass Keep
}
Pass {
Name "Normal"
CGPROGRAM
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
sampler2D _MainTex;
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
struct VertexOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 vertexColor : COLOR;
};
VertexOutput vert (VertexInput v) {
VertexOutput o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.vertexColor = v.vertexColor;
return o;
}
float4 frag (VertexOutput i) : SV_Target {
float4 texColor = tex2D(_MainTex, i.uv);
#if defined(_STRAIGHT_ALPHA_INPUT)
texColor.rgb *= texColor.a;
#endif
return (texColor * i.vertexColor);
}
ENDCG
}
Pass {
Name "Caster"
Tags { "LightMode"="ShadowCaster" }
Offset 1, 1
ZWrite On
ZTest LEqual
Fog { Mode Off }
Cull Off
Lighting Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
fixed _Cutoff;
struct VertexOutput {
V2F_SHADOW_CASTER;
float4 uvAndAlpha : TEXCOORD1;
};
VertexOutput vert (appdata_base v, float4 vertexColor : COLOR) {
VertexOutput o;
o.uvAndAlpha = v.texcoord;
o.uvAndAlpha.a = vertexColor.a;
TRANSFER_SHADOW_CASTER(o)
return o;
}
float4 frag (VertexOutput i) : SV_Target {
fixed4 texcol = tex2D(_MainTex, i.uvAndAlpha.xy);
clip(texcol.a * i.uvAndAlpha.a - _Cutoff);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
Pass
{
zwrite off
blend one one
cull off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#pragma multi_compile
sampler2D _MainTex, _Scanlines;
float4 _Color, _RimColor, _MainTex_ST, _Scanlines_ST;
float _Fade, _RimStrenght, _Brightness, _RimFalloff, _ScanStr;
struct appdata
{
float4 vertex : POSITION;
float4 normal : NORMAL;
float4 color : COLOR;
float2 uv_main : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 color : COLOR;
float2 uv_main : TEXCOORD0;
float2 scanlines_uv : TEXCOORD1;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv_main = TRANSFORM_TEX(v.uv_main, _MainTex);
float4 screenPosOrigin = ComputeScreenPos(UnityObjectToClipPos(half4(0,0,0,1)));
float4 screenPos = ComputeScreenPos(o.vertex);
float dis = length(ObjSpaceViewDir(half4(0,0,0,0)));
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
float2 flicker_uv = screenPos.xy / screenPos.w - screenPosOrigin.xy / screenPosOrigin.w;
flicker_uv.y = worldPos.y; // y-on világkoordináta, flicker térbleiséghez kell
o.scanlines_uv = flicker_uv * _Scanlines_ST.xy + frac(_Time.x*_Scanlines_ST.zw);
float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
float fresnel_rim = 1 - abs(dot(v.normal, viewDir));
float fresnel_dissolve = 1 - dot(v.normal, viewDir);
o.color = _Color*max(0,lerp(1,(0.5-fresnel_dissolve),_Fade*2.0)) + lerp(0,smoothstep(1 - _RimFalloff, 1.0, fresnel_rim), _RimStrenght) * _RimColor * 2.0;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 main = tex2D(_MainTex, i.uv_main) * _Brightness;
fixed4 rim = i.color;
fixed4 pri = tex2D (_Scanlines, i.scanlines_uv) * _ScanStr;
fixed4 msk = fixed4(0,0,0,0);
return main * max(pri,msk) * rim * fixed4(0.5,0.5,0.5,0.5);
}
ENDCG
}
}
CustomEditor "SpineShaderWithOutlineGUI"
}
`
However, the images in the back appear to overlap. Is there a way to fix this?