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.
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.
Order of operations
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.
A lit mesh against its holographic projection. Drag to compare.
Properties
Usage
- Enable Hologram and switch the material to Transparent.
- Pick a base Color — cyan, green, and magenta are the sci-fi staples.
- Tune Scan Density to taste: 80 for chunky retro, 200 for crisp modern.
- 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.
Related
- Dissolve — stack for rezzing in and out.
- Emission — the edge fresnel feeds Bloom.
- Vertex Animation — wobble for a live-projection feel.
- Fade by Distance — fade the holo in as the player approaches.
Last updated on