Shader "Hologram" { Properties { [NoScaleOffset] Texture_A7830126("Texture", 2D) = "white" {} Vector1_59D367DF("Speed", Float) = 1 Vector1_9E53E34E("Brightness", Range(0, 1)) = 0.2 } SubShader { Pass { Lighting Off Blend One Zero HLSLINCLUDE #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" HLSLEND HLSLPROGRAM #include "ShaderGraphLibrary/UnityCustomRenderTexture.hlsl" #pragma vertex CustomRenderTextureVertexShader #pragma fragment frag #pragma target 3.0 float4 SRGBToLinear( float4 c ) { return c; } float3 SRGBToLinear( float3 c ) { return c; } struct SurfaceInputs { // update input values float3 localTexcoord; float3 globalTexcoord; uint primitiveID; float3 direction; }; SurfaceInputs ConvertV2FToSurfaceInputs( v2f_customrendertexture IN ) { SurfaceInputs o; o.localTexcoord = IN.localTexcoord; o.globalTexcoord = IN.globalTexcoord; o.primitiveID = IN.primitiveID; o.direction = IN.direction; return o; } TEXTURE2D(Texture_A7830126); SAMPLER(samplerTexture_A7830126); float Vector1_59D367DF; float Vector1_9E53E34E; SAMPLER(SamplerState_Linear_Clamp_sampler); void Unity_Modulo_float(float A, float B, out float Out) { Out = fmod(A, B); } void Unity_Divide_float(float A, float B, out float Out) { Out = A / B; } void Unity_Lerp_float(float A, float B, float T, out float Out) { Out = lerp(A, B, T); } void Unity_Multiply_float (float3 A, float3 B, out float3 Out) { Out = A * B; } void Unity_Add_float3(float3 A, float3 B, out float3 Out) { Out = A + B; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } void Unity_Absolute_float(float In, out float Out) { Out = abs(In); } void Unity_Multiply_float (float A, float B, out float Out) { Out = A * B; } void Unity_Saturate_float(float In, out float Out) { Out = saturate(In); } void Unity_OneMinus_float(float In, out float Out) { Out = 1 - In; } void Unity_Rotate_Radians_float(float2 UV, float2 Center, float Rotation, out float2 Out) { //rotation matrix UV -= Center; float s = sin(Rotation); float c = cos(Rotation); //center rotation matrix float2x2 rMatrix = float2x2(c, -s, s, c); rMatrix *= 0.5; rMatrix += 0.5; rMatrix = rMatrix*2 - 1; //multiply the UVs by the rotation matrix UV.xy = mul(UV.xy, rMatrix); UV += Center; Out = UV; } void Unity_Multiply_float (float2 A, float2 B, out float2 Out) { Out = A * B; } void Unity_Add_float2(float2 A, float2 B, out float2 Out) { Out = A + B; } void Unity_Power_float(float A, float B, out float Out) { Out = pow(A, B); } struct SurfaceDescription{ float4 Color; }; SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float3 _CustomTextureUpdateData_5D9CFE11_data = IN.localTexcoord; float _Property_37780923_Out = Vector1_59D367DF; float _Modulo_6ED8ED3C_Out; Unity_Modulo_float(_Time.y, _Property_37780923_Out, _Modulo_6ED8ED3C_Out); float _Divide_F4C03485_Out; Unity_Divide_float(_Modulo_6ED8ED3C_Out, _Property_37780923_Out, _Divide_F4C03485_Out); float _Lerp_181A3043_Out; Unity_Lerp_float(2, 1, _Divide_F4C03485_Out, _Lerp_181A3043_Out); float3 _Multiply_B979F1C0_Out; Unity_Multiply_float(_CustomTextureUpdateData_5D9CFE11_data, (_Lerp_181A3043_Out.xxx), _Multiply_B979F1C0_Out); float _Lerp_1F8280A4_Out; Unity_Lerp_float(-0.5, 0, _Divide_F4C03485_Out, _Lerp_1F8280A4_Out); float3 _Add_94E96FC9_Out; Unity_Add_float3(_Multiply_B979F1C0_Out, (_Lerp_1F8280A4_Out.xxx), _Add_94E96FC9_Out); float4 _SampleTexture2D_94E71B54_RGBA = SAMPLE_TEXTURE2D(Texture_A7830126, SamplerState_Linear_Clamp_sampler, (_Add_94E96FC9_Out.xy)); float _SampleTexture2D_94E71B54_R = _SampleTexture2D_94E71B54_RGBA.r; float _SampleTexture2D_94E71B54_G = _SampleTexture2D_94E71B54_RGBA.g; float _SampleTexture2D_94E71B54_B = _SampleTexture2D_94E71B54_RGBA.b; float _SampleTexture2D_94E71B54_A = _SampleTexture2D_94E71B54_RGBA.a; float _Add_BC479BBC_Out; Unity_Add_float(_Divide_F4C03485_Out, -0.5, _Add_BC479BBC_Out); float _Absolute_DFE47D9A_Out; Unity_Absolute_float(_Add_BC479BBC_Out, _Absolute_DFE47D9A_Out); float _Multiply_D877F5A4_Out; Unity_Multiply_float(_Absolute_DFE47D9A_Out, 2, _Multiply_D877F5A4_Out); float _Saturate_6D4AC1F8_Out; Unity_Saturate_float(_Multiply_D877F5A4_Out, _Saturate_6D4AC1F8_Out); float _OneMinus_17F7CA1D_Out; Unity_OneMinus_float(_Saturate_6D4AC1F8_Out, _OneMinus_17F7CA1D_Out); float _Multiply_874D00CF_Out; Unity_Multiply_float(_SampleTexture2D_94E71B54_R, _OneMinus_17F7CA1D_Out, _Multiply_874D00CF_Out); float3 _CustomTextureUpdateData_72D97F40_data = IN.localTexcoord; float2 _Rotate_F182630C_Out; Unity_Rotate_Radians_float((_CustomTextureUpdateData_72D97F40_data.xy), float2 (0.5,0.5), 2, _Rotate_F182630C_Out); float _Multiply_9C01B902_Out; Unity_Multiply_float(_Property_37780923_Out, 0.5, _Multiply_9C01B902_Out); float _Add_38BB8851_Out; Unity_Add_float(_Time.y, _Multiply_9C01B902_Out, _Add_38BB8851_Out); float _Modulo_A8F7E78B_Out; Unity_Modulo_float(_Add_38BB8851_Out, _Property_37780923_Out, _Modulo_A8F7E78B_Out); float _Divide_8AFE3E78_Out; Unity_Divide_float(_Modulo_A8F7E78B_Out, _Property_37780923_Out, _Divide_8AFE3E78_Out); float _Lerp_B00BD9B1_Out; Unity_Lerp_float(2, 1, _Divide_8AFE3E78_Out, _Lerp_B00BD9B1_Out); float2 _Multiply_4ED78CBA_Out; Unity_Multiply_float(_Rotate_F182630C_Out, (_Lerp_B00BD9B1_Out.xx), _Multiply_4ED78CBA_Out); float _Lerp_4C971ACF_Out; Unity_Lerp_float(-0.5, 0, _Divide_8AFE3E78_Out, _Lerp_4C971ACF_Out); float2 _Add_D3231A86_Out; Unity_Add_float2(_Multiply_4ED78CBA_Out, (_Lerp_4C971ACF_Out.xx), _Add_D3231A86_Out); float4 _SampleTexture2D_9F2549F2_RGBA = SAMPLE_TEXTURE2D(Texture_A7830126, SamplerState_Linear_Clamp_sampler, _Add_D3231A86_Out); float _SampleTexture2D_9F2549F2_R = _SampleTexture2D_9F2549F2_RGBA.r; float _SampleTexture2D_9F2549F2_G = _SampleTexture2D_9F2549F2_RGBA.g; float _SampleTexture2D_9F2549F2_B = _SampleTexture2D_9F2549F2_RGBA.b; float _SampleTexture2D_9F2549F2_A = _SampleTexture2D_9F2549F2_RGBA.a; float _Add_FAD1AE08_Out; Unity_Add_float(_Divide_8AFE3E78_Out, -0.5, _Add_FAD1AE08_Out); float _Absolute_114085C8_Out; Unity_Absolute_float(_Add_FAD1AE08_Out, _Absolute_114085C8_Out); float _Multiply_220B2686_Out; Unity_Multiply_float(_Absolute_114085C8_Out, 2, _Multiply_220B2686_Out); float _Saturate_A8EC61E8_Out; Unity_Saturate_float(_Multiply_220B2686_Out, _Saturate_A8EC61E8_Out); float _OneMinus_CF548D0B_Out; Unity_OneMinus_float(_Saturate_A8EC61E8_Out, _OneMinus_CF548D0B_Out); float _Multiply_26270506_Out; Unity_Multiply_float(_SampleTexture2D_9F2549F2_R, _OneMinus_CF548D0B_Out, _Multiply_26270506_Out); float _Add_68A45C88_Out; Unity_Add_float(_Multiply_874D00CF_Out, _Multiply_26270506_Out, _Add_68A45C88_Out); float _Property_5404FC99_Out = Vector1_9E53E34E; float _Lerp_2E1D7AA4_Out; Unity_Lerp_float(_Add_68A45C88_Out, 1, _Property_5404FC99_Out, _Lerp_2E1D7AA4_Out); float _Power_92E0BCD5_Out; Unity_Power_float(_Lerp_2E1D7AA4_Out, 0.3, _Power_92E0BCD5_Out); surface.Color = (_Power_92E0BCD5_Out.xxxx); return surface; } float4 frag(v2f_customrendertexture IN) : COLOR { SurfaceInputs surfaceInput = ConvertV2FToSurfaceInputs(IN); SurfaceDescription surf = PopulateSurfaceData(surfaceInput); return surf.Color; } ENDHLSL } } FallBack "Hidden/InternalErrorShader" }