Red Dot, HUD, Holographic, Projection Shader.

This is a collimator/projection/red dot/holographic/HUD shader.

Usage examples include: red dot/holographic sights on guns, HUDs in aircraft.

VR-compatible, and designed to work in double-precision builds.

Shader code
//Copyright 2025 Addmix
//
//Permission is hereby granted, free of charge, to any person obtaining a copy 
//of this software and associated documentation files (the “Software”), to deal 
//in the Software without restriction, including without limitation the rights 
//to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 
//copies of the Software, and to permit persons to whom the Software is 
//furnished to do so, subject to the following conditions:
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//The above copyright notice and this permission notice shall be included in 
//all copies or substantial portions of the Software.
//
//THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
//IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
//FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
//AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
//LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
//OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 
//THE SOFTWARE.
//
//
//
// This is a collimator/projection/red dot/holographic/HUD shader
// Usage examples include: red dot sights on guns, HUDs in aircraft
// VR-compatible, and designed to work in double-precision builds



shader_type spatial;
render_mode blend_add, unshaded, specular_schlick_ggx;

uniform sampler2D _texture_albedo : source_color;
uniform float _scale = 0.1;

//should implement some hue shift or something here
uniform float _intensity_factor = 1.0;
uniform float _alpha = 1.0;

void fragment() {
	mat3 model_rotation = mat3(MODEL_MATRIX[0].xyz, MODEL_MATRIX[1].xyz, MODEL_MATRIX[2].xyz);
	mat3 view_rotation = mat3(VIEW_MATRIX[0].xyz, VIEW_MATRIX[1].xyz, VIEW_MATRIX[2].xyz);
	mat3 modelview_rotation = view_rotation * model_rotation;
	
	//this is the normal of the projected sight
	vec3 n = modelview_rotation * vec3(0.0, 0.0, -1.0);
	//tangent vectors for UV directions
	vec3 u_dir = modelview_rotation * vec3(1.0, 0.0, 0.0);
	vec3 v_dir = modelview_rotation * vec3(0.0, 1.0, 0.0);
	
	//vertex position in view space
	vec3 vert = VIEW;//object_to_view(MODELVIEW_MATRIX, VERTEX);
	float a = 1.0 / dot(vert, n);
	vec3 vert_prime = a * vert;
	
	vec2 uv = vec2(-dot(vert_prime, u_dir), dot(vert_prime, v_dir));
	uv = uv / -_scale;
	uv += vec2(0.5, 0.5);
	
	vec4 color = texture(_texture_albedo, uv);
	
	if(uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0){
		color.a = 0.0;
	}
	ALBEDO = color.rgb;
	ALPHA = color.a;
}
Tags
Collimator, holographic, HUD, projection, Red Dot
The shader code and all code snippets in this post are under MIT license and can be used freely. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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MrMinimal
5 months ago

Thank you, great focus on double precision too as that becomes an issue in flight simulation quickly.