A version of the Grid hologram which also supports glitch effects.

Grid + Glitch

Properties

Basic PBR Properties

These properties control the basic interactions between Unity’s lighting and the object. Includes the crucial emissive color settings that control the appearance of the holograms.

  • Output Mode - Controls whether the shader outputs color to Base Color, Emission, or both.
  • Base Color - Controls the color of the object.
  • Base Texture - Also controls the color of the object. This is multiplied by Base Color.
  • Normal Texture - Used to change the normal vectors on the surface, which influences lighting interactions. May not be noticeable due to the usage of bright emissive light.
  • Normal Strength - A value between 0 and 1 which controls how strongly the Normal Texture impacts the surface normals.
  • Alpha Clip Threshold - Any pixel with an output alpha value below this value is culled entirely.
  • Metallic - A value of 0 means the lighting on the surface is like a non-metal (wood, paper, plastic). 1 means it is like metal
  • Smoothness - A value of 0 means the object is completely rough. 1 means it is highly polished and smooth.
  • Ambient Occlusion - A value of 0 means no ambient light reaches the object. 1 means the full ambient light reaches the object.

Vertex Glitches

This type of glitch effect pulls individual vertices of the object to the side (away from the center of the object).

  • Use Vertex Glitches - A Boolean value – when on, vertex glitches will be displayed, and when off, vertex glitches are turned off.
  • Glitch Sensitivity - How easy it is for a given vertex to fall under the random threshold and start glitching. Higher values mean a lower chance to glitch. This is a value between 0 and 1 that I recommend keeping very high (above 0.99) unless you want a lot of glitches.
  • Glitch Normal Multiplier - A multiplier weight value applied to each component of the normal vector for calculating the offsets, e.g. (1, 0, 1) will pull vertices only along the X-Z plane.
  • Glitch Strength - How far glitches vertices extend from their original position along their vertex normal.
  • Glitch Offset - A time offset – you can use two materials with identical settings except a different offset, and they won’t glitch at the same time.
  • Glitch Frequency - How often glitches occur.

Segment Glitches

This type of glitch effect takes a horizontal slice of the object and pulls all the vertices in the slice in a specified direction briefly.

  • Use Slice Glitches - A Boolean value – when on, slice glitches will be displayed, and when off, slice glitches are turned off.
  • Slice Width - The width, in world space, along the y-axis that the glitch takes up
  • Slice Speed - How quickly the glitch effect scrolls down the object
  • Slice Frequency - How often glitches occur.
  • Slice Jitter - A slight random offset which makes it appear as if the glitch jitters. Probably don’t set it too high or the shader may flash too rapidly (capped to 0.2 by default).
  • Slice Duration - How long a slice glitch event occurs for.
  • Slice Direction - The direction in which all vertices in the glitch are pulled in world space.

Grid

  • Rotation Axis - The axis around which world space rotates.
  • Rotation Radians - The amount of rotation around Rotation Axis, in radians.
  • Per Axis Strength - The visibility of the gridlines along each axis. Set any one of these values to 0 to turn off gridlines along that axis.
  • Grid Density - How closely-packed the gridlines are to each other.
  • Line Thickness - How thick each gridline is in world space units.
  • Line Falloff - How much falloff there is along the edge of a gridline before the gridline is completely gone.
  • Grid Offset - An offset of the grid in world space along the three axes.
  • Grid Velocity - The speed at which the grid scrolls along the three axes. Can be set to 0.

Fresnel

Fresnel adds light to the edge/rim of an object.

  • Fresnel Power - The size of the Fresnel/rim. Higher values mean the rim is smaller, but this should be a value above 0.
  • Fresnel Color - Color of the Fresnel/rim light. Can be different to the Base Color.
  • Use Scene Intersections - Should the shader detect when a pixel is just in front of another scene object? Note: only able to detect opaque objects.
  • Intersection Power - The size of the intersections. Larger values mean a thinner intersection glow.