Shader "Unlit/SpecialFX/Cool Hologram" { Properties { _MainTex ("Albedo Texture", 2D) = "white" {} _TintColor("Tint Color", Color) = (1,1,1,1) _Transparency("Transparency", Range(0.0,0.5)) = 0.25 _CutoutThresh("Cutout Threshold", Range(0.0,1.0)) = 0.2 _Distance("Distance", Float) = 1 _Amplitude("Amplitude", Float) = 1 _Speed ("Speed", Float) = 1 _Amount("Amount", Range(0.0,1.0)) = 1 } SubShader { Tags {"Queue"="Transparent" "RenderType"="Transparent" } LOD 100 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _TintColor; float _Transparency; float _CutoutThresh; float _Distance; float _Amplitude; float _Speed; float _Amount; v2f vert (appdata v) { v2f o; v.vertex.x += sin(_Time.y * _Speed + v.vertex.y * _Amplitude) * _Distance * _Amount; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv) + _TintColor; col.a = _Transparency; clip(col.r - _CutoutThresh); return col; } ENDCG } } }