Blueprint / Hologram
This is a shader that you can overlay onto any object to add that common placing effect you see in factory or town-building games.
You can also use it as a hologram by setting it as the main material instead of the overlay.
Shader code
shader_type spatial;
render_mode unshaded;
uniform int number_of_bands = 200;
uniform float alpha_fall_off = 1.0;
uniform float alpha_offset = 0.4;
uniform float alpha_contrast = 0.1;
uniform float fresnel_intensty = 1.0;
uniform float noise_intensty = 0.2;
uniform vec3 color : source_color = vec3(0.12, 0.33, 0.47);
uniform vec3 fresnel_color : source_color = vec3(0.36, 0.53, 0.63);
float fresnel(vec3 normal, vec3 view)
{
return (1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 2.0 ));
}
void fragment() {
float noise = (fract(sin(dot(SCREEN_UV, vec2(12.9898, 78.233))) * 43758.5453) - 0.5) * 2.0 ;
vec2 uv = vec2(SCREEN_UV.x, mix(SCREEN_UV.y, noise + TIME * 20.0, 0.001 * noise_intensty));
float fresnel = fresnel(NORMAL, VIEW);
ALBEDO = mix(color, fresnel_color, pow(fresnel, fresnel_intensty));
float alpha_fresnel = mix(0.0, 0.6 - alpha_offset,pow(fresnel, alpha_fall_off)) + alpha_offset;
ALPHA = alpha_fresnel;
if (mod(uv.y * float(number_of_bands), 2.0) < 1.0) {
ALPHA = alpha_fresnel + alpha_contrast;
}
}

