For Unity 2021.3+ | URP | HDRP | Built-in


Basic Hologram

Basic

The Basic Hologram effect displays only an emissive Fresnel light and not much else. Great for super basic and performant holograms!


Parameters

Basic PBR Properties

  • Base Emission Color Color - Controls the color of the object.
  • Base Emission Texture Texture 2D - Also controls the color of the object. This is multiplied by Base Emission Color.
  • Normal Texture Texture 2D - 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 Float - A value between 0 and 1 which controls how strongly the Normal Texture impacts the surface normals.
  • Alpha Clip Threshold Float - Any pixel with an output alpha value below this value is culled entirely. Useful for Dot Matrix holograms.
  • Metallic Float - 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 Float - A value of 0 means the object is completely rough. 1 means it is highly polished and smooth.
  • Ambient Occlusion Float - A value of 0 means no ambient light reaches the object. 1 means the full ambient light reaches the object.

Fresnel

  • Fresnel Color Color - Color of the Fresnel/rim light. Can be different to the Base Emission Color.
  • Fresnel Power Float - The size of the Fresnel/rim. Higher values mean the rim is smaller, but this should be a value above 0.
  • Use Scene Intersections? Boolean - Allow the shader to detect intersections with scene objects?
  • Intersection Power Float - Larger values make the size of the intersection effect smaller.

Known Issues

There are no known issues at the moment.