Shader "Hololens Shader Pack/XRay" { Properties { _Color("Color", Color) = (0.26,0.19,0.16,0.0) _Offset("Offset", Range(0.0,1.0)) = 0.0 _Scale("Scale", Range(0.0,10.0)) = 1.0 _RimPower("Rim Power", Range(0.1,8.0)) = 3.0 } SubShader{ Cull Back ZWrite Off Blend OneMinusDstColor One // Soft Additive Tags { "RenderType" = "Transparent" "Queue" = "Transparent" } CGPROGRAM #include "HoloCP.cginc" #pragma surface surf Lambert struct Input { fixed3 viewDir; fixed3 worldPos; }; fixed4 _Color; fixed _Offset; fixed _Scale; fixed _RimPower; void surf(Input IN, inout SurfaceOutput o) { half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal)); o.Emission = saturate(_Color.rgb * (_Offset + _Scale * pow(rim, _RimPower))); } ENDCG } Fallback "Diffuse" }