Matrix style 3D hologram
The third screenshot is the texture that was used in the other screenshots.
Shader code
shader_type spatial;
uniform sampler2D img;
uniform float x_scale = 10.0;
uniform float y_scale = 10.0;
uniform float time = 0.5;
void fragment(){
float x = mod(UV.x, 1.0/x_scale);
float y = mod(UV.y, 1.0/y_scale);
EMISSION = vec3(0.0, 1.0, 0.0);
float direction;
if(mod(UV.x, 2.0/x_scale)-mod(x, 1.0/x_scale) == 0.0){
direction = -TIME/3.0;
}else{
direction = TIME/3.0;
}
vec3 tex = texture(img, vec2(x*x_scale, direction+TIME+y*y_scale)).rgb;
float brightness = mod(UV.y - (TIME*time) + y + UV.x-x, 0.5);
ALPHA = 0.1+pow(tex.x * brightness, 0.75);
if(ALPHA > 0.5){EMISSION = vec3(0.5, 1.0, 0.5);}
}