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DocumentationFeaturesHologram

Hologram

Hologram bundles the four signature ingredients — scrolling scan lines, random flicker, a Fresnel edge glow, and a tinted transparent body — into a single material toggle. Drop it onto any mesh for an instant sci-fi projection.

Video

A character mesh rendered as a cyan hologram with scan lines scrolling upward, an occasional flicker frame, and a bright Fresnel edge glow.

features/hologram/hologram-scanlines.mp4

Scrolling scan lines, flicker, and a Fresnel edge on a transparent cyan body.

When to use it

  • Sci-fi UI projections — character readouts, map markers.
  • Ghosts and spirits — combined with vertex animation for floating wisps.
  • Spawn-in effects — fade from hologram to solid as a unit deploys.
  • Tutorials — translucent guides over real geometry.

How it works

Genesis evaluates and sums four terms: a base translucent tint, a scan-line pattern from sin(uv.y * _ScanDensity + _Time * _ScanSpeed), a flicker mask sampled from a hash, and a Fresnel edge using pow(1 - NdotV, _EdgePower). Final alpha is _HologramAlpha + edgeFresnel.

Standard lit prop.

Translucent cyan body, horizontal scan lines, edge fresnel, and occasional flicker frames.

Off
Hologram · cyan + scan

A lit mesh against its holographic projection. Drag to compare.

Properties

Inspector labelShader propertyTypeDefaultDescription
Hologram Color_HologramColorColor (HDR)RGB(0.3, 0.8, 1.0)Base tint of the hologram.
Body Alpha_HologramAlphaFloat (0–1)0.3Body transparency.
Scan Speed_ScanLineSpeedFloat (0–10)1.0Vertical scroll speed of the scan lines.
Scan Density_ScanLineDensityFloat (1–400)120Lines per UV unit.
Scan Intensity_ScanLineIntensityFloat (0–1)0.4Scan-line brightness.
Flicker Speed_FlickerSpeedFloat (0–30)10Flicker frequency.
Flicker Intensity_FlickerIntensityFloat (0–1)0.2Flicker amplitude. 0 = stable.
Edge Power_EdgeFresnelPowerFloat (0.1–8)3.0Edge glow sharpness.
Edge Intensity_EdgeFresnelIntensityFloat (0–8)2.0HDR multiplier on the edge glow.

Usage

  1. Enable Hologram and switch the material to Transparent.
  2. Pick a base Color — cyan, green, and magenta are the sci-fi staples.
  3. Tune Scan Density to taste: 80 for chunky retro, 200 for crisp modern.
  4. Disable shadow casting on the renderer; holograms should not cast.
material.SetColor("_HologramColor", new Color(0.3f, 0.9f, 1.0f) * 2.0f); material.SetFloat("_ScanLineSpeed", 0.5f); material.SetFloat("_FlickerIntensity", 0.15f);

Tips & gotchas

  • Disable shadow casting on the renderer so the hologram does not drop a black shadow.
  • Set the render queue to 3000 or higher to sort behind opaques.
  • Pair with Vertex Animation (a gentle wobble) for a live-projection feel.
  • The four sin/hash evaluations are negligible; the Bloom step that follows is the expensive part.
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