GLSL Hologram Shader

You might remember it from the WIP thread, but now my GLSL port of an Unity hologram shader is finally done. Complete with texture support and working glow map.

Source can be found on Github.

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Very nice,

Yeah, sieht echt mega gut aus!

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superb !!!

Great work! Is it possible, that it does not support animations?

What do you mean by that? If is it possible to use it on animated models?
If that’s the case, I’d say yes, since it only uses world space Y coordinate for calculation, but I haven’t tried it.

When I change the material from lighting to holo it switches to rest position. I am not an expert about this, but I would guess the NUM_BONES material parameter is missing and something like:

#ifdef NUM_BONES
         #if defined(NORMALMAP) && !defined(VERTEX_LIGHTING)
         Skinning_Compute(modelSpacePos, modelSpaceNorm, modelSpaceTan);
         #else
         Skinning_Compute(modelSpacePos, modelSpaceNorm);
         #endif
    #endif

in the vert shader

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Hmm, right. It’s my first proper shader and since I never really used bone animations, I kinda forgot (read: never knew) that you need some extra stuff to support it. Will probably look into it.

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Only for hardware skinning.

tsr could try with setting hardware skinning off for the holographic animated models… at least until it’s added to your shader.

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Yes, its working with software skinning. But actually its not that important for me - i just wanted to give it a try and share this “bug”.

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