, 5 tweets, 3 min read
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I ported Recompile's hologram shader over to HDRP Shader Graph!
Also added a couple of new features & improvements...
Here's how it works (see graphs in thread)
#madewithunity #gamedev #unitytips
It's basically a transparent lit shader with two layered screen space scanlines, fresnel glow, flicker, and some glitchy, wibbly wobbly vertex extrusion thing
For the scanlines, we simply scale the screen UVs and use the fraction node to get a gradient for each line. No textures required! We also animate/pan this along the Y axis
The glitchy vertex extrusion thing takes the value from one of the scanline subgraphs as its input, and multiplies this by the vertex normal. It's strength is just a random value using screen Y position as the seed. We add the result back to the vertex position
Finally we add a bit of flickering by using a step function with a random value, and applying that to the pixel alpha
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