- Replaced one skee-ball machine with two arcade machines.

- Added Black Horse And The Cherry Tree by KT Tunstall to the horse playlist.
- Added Buckin' My Horse by Sir Mix-A-Lot to the horse playlist.
This commit is contained in:
Jamie Greunbaum 2026-02-11 02:58:41 -05:00
parent a7bcc5f056
commit 542e04afed
352 changed files with 45502 additions and 4988 deletions

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<Compile Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Runtime\Scripts\Components\LookAtHead.cs" /> <Compile Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Runtime\Scripts\Components\LookAtHead.cs" />
<Compile Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Runtime\Scripts\InteractToggle.cs" /> <Compile Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Runtime\Scripts\InteractToggle.cs" />
<Compile Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Runtime\Scripts\ColorPicker.cs" /> <Compile Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Runtime\Scripts\ColorPicker.cs" />
@ -125,7 +141,9 @@
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<Compile Include="Assets\Pyralix\Skee-Ball\Udon\Scoring\ScoreTrigger.cs" /> <Compile Include="Assets\Pyralix\Skee-Ball\Udon\Scoring\ScoreTrigger.cs" />
<Compile Include="Assets\Scripts\TimerBase.cs" /> <Compile Include="Assets\Scripts\TimerBase.cs" />
<Compile Include="Assets\MyroP\Arcade\HeliCave\Code\Wall.cs" />
<Compile Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Runtime\Scripts\Components\ScreenspaceUI.cs" /> <Compile Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Runtime\Scripts\Components\ScreenspaceUI.cs" />
<Compile Include="Assets\MyroP\Arcade\HeliCave\Code\MainGame.cs" />
<Compile Include="Assets\UdonSharp\UtilityScripts\WorldAudioSettings.cs" /> <Compile Include="Assets\UdonSharp\UtilityScripts\WorldAudioSettings.cs" />
<Compile Include="Assets\USharpVideo\Examples\Scripts\ExampleSceneFixup\SceneLightmapFixer.cs" /> <Compile Include="Assets\USharpVideo\Examples\Scripts\ExampleSceneFixup\SceneLightmapFixer.cs" />
<Compile Include="Assets\UdonSharp\UtilityScripts\Synced\GlobalToggleObject.cs" /> <Compile Include="Assets\UdonSharp\UtilityScripts\Synced\GlobalToggleObject.cs" />
@ -156,6 +174,7 @@
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<None Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Shaders\CustomColorMaskFur.shader" /> <None Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Shaders\CustomColorMaskFur.shader" />
<None Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Shaders\Filamented\FilamentShadingStandard.cginc" /> <None Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Shaders\Filamented\FilamentShadingStandard.cginc" />
<None Include="Assets\MyroP\Arcade\Melon\Font\OFL.txt" />
<None Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Shaders\Filamented\SharedSamplingLib.hlsl" /> <None Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Shaders\Filamented\SharedSamplingLib.hlsl" />
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Surface-Mobile.shader" /> <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Surface-Mobile.shader" />
<None Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Shaders\GhostBalls.shader" /> <None Include="Assets\VRCBilliardsCE\Packages\com.vrcbilliards.vrcbce\Shaders\GhostBalls.shader" />
@ -172,6 +191,7 @@
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile SSD.shader" /> <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile SSD.shader" />
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<None Include="Assets\MyroP\Arcade\Common\Shader\Hologram\Hologram.shader" />
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<None Include="Assets\AVProVideo\Licenses\Third-Party Notices.txt" /> <None Include="Assets\AVProVideo\Licenses\Third-Party Notices.txt" />
@ -204,6 +224,7 @@
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<None Include="Assets\MyroP\Arcade\HeliCave\Fonts\VT323\OFL.txt" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile.shader" /> <None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile.shader" />
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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
using VRC.Udon.Common;
namespace myro.arcade
{
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class Button : UdonSharpBehaviour
{
public UdonSharpBehaviour MainGameInstance;
public Joystick JoystickMesh;
public string EventName;
void Start()
{
}
public override void Interact()
{
MainGameInstance.SendCustomEvent(EventName);
JoystickMesh.RequestJoystickRespawn();
}
}
}

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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
[RequireComponent(typeof(Camera))]
public class CameraScaleConstraint : UdonSharpBehaviour
{
public Transform ConstraintTo;
void Start()
{
Camera cam = GetComponent<Camera>();
float scale = ConstraintTo.lossyScale.x;
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cam.farClipPlane *= scale;
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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class ColliderParameterSetter : UdonSharpBehaviour
{
public Collider ColliderInstance;
public float ContactOffset = 0.0001f;
void Start()
{
ColliderInstance.contactOffset = ContactOffset;
}
}
}

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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class GameSettings : UdonSharpBehaviour
{
public RenderTexture RenderTextureToUse;
public string ScreenShaderEmissionPropertyName = "_EmissionMap";
public SharedScoreboard SharedScoreboardPrefab;
public AudioClip Music;
}
}

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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class GameSettingsApplier : UdonSharpBehaviour
{
public GameSettings GameSettingsInstance;
public Camera CameraLookingAtGame;
public MeshRenderer ScreenRenderer;
public AudioSource Music;
void Start()
{
CameraLookingAtGame.targetTexture = GameSettingsInstance.RenderTextureToUse;
ScreenRenderer.material.mainTexture = GameSettingsInstance.RenderTextureToUse;
if (!System.String.IsNullOrEmpty(GameSettingsInstance.ScreenShaderEmissionPropertyName))
{
ScreenRenderer.material.SetTexture(GameSettingsInstance.ScreenShaderEmissionPropertyName, GameSettingsInstance.RenderTextureToUse);
}
Music.clip = GameSettingsInstance.Music;
}
}
}

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using UdonSharp;
using UnityEngine;
using VRC.SDK3.Components;
using VRC.SDKBase;
using VRC.Udon;
using VRC.Udon.Common.Interfaces;
namespace myro.arcade
{
[UdonBehaviourSyncMode(BehaviourSyncMode.Continuous)] //Continuous because that script is attached to a VRCObjectSync component
[RequireComponent(typeof(JoystickLoop))]
public class Joystick : UdonSharpBehaviour
{
public UdonSharpBehaviour MainGameInstance;
public GameObject HoloJoystick;
[Header("Left and right side of the screen, used to track the position of the joystick")]
public Transform LeftScreen;
public Transform RightScreen;
private VRCObjectSync _objectSync;
private VRCPickup _pickup;
private JoystickLoop _joystickLoop;
void Start()
{
_objectSync = GetComponent<VRCObjectSync>();
_pickup = GetComponent<VRCPickup>();
CheckForInitialisation();
}
private void CheckForInitialisation()
{
if (!_joystickLoop)
{
_joystickLoop = GetComponent<JoystickLoop>();
_joystickLoop.SetLeftAndRightTransform(LeftScreen, RightScreen);
_joystickLoop.enabled = false;
}
}
public override void OnPickup()
{
MainGameInstance.SendCustomEvent("PlayerPickedUpJoystick");
SendCustomNetworkEvent(NetworkEventTarget.All, nameof(OnPickupEvent));
}
public void OnPickupEvent()
{
_joystickLoop.enabled = true;
HoloJoystick.SetActive(true);
}
public override void OnDrop()
{
_joystickLoop.enabled = false;
MainGameInstance.SendCustomEvent("PlayerDroppedJoystick");
SendCustomNetworkEvent(NetworkEventTarget.All, nameof(OnDropEvent));
RespawnJoystick();
}
public void OnDropEvent()
{
HoloJoystick.SetActive(false);
}
public override void OnPickupUseDown()
{
MainGameInstance.SendCustomEvent("OnPress");
}
public override void OnPickupUseUp()
{
MainGameInstance.SendCustomEvent("OnRelease");
}
public void ForceDrop()
{
if (Networking.IsOwner(gameObject))
{
_pickup.Drop();
}
}
public float GetPositionXRatio()
{
CheckForInitialisation();
return _joystickLoop.GetRatio();
}
public void RespawnJoystick()
{
if (_objectSync != null)
{
_objectSync.Respawn();
}
}
public void RespawnJoystickIfNotHolding()
{
if (!_pickup.IsHeld)
{
RespawnJoystick();
}
}
public void RequestJoystickRespawn()
{
SendCustomNetworkEvent(NetworkEventTarget.Owner, nameof(RespawnJoystickIfNotHolding));
}
}
}

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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class JoystickLoop : UdonSharpBehaviour
{
Transform _left, _right;
float _ratio; // [0,1]
private MeshRenderer _renderer;
private void Start()
{
_renderer = GetComponent<MeshRenderer>();
}
public float GetRatio()
{
return _ratio;
}
public void SetLeftAndRightTransform(Transform left, Transform right)
{
_left = left;
_right = right;
}
private void Update()
{
if (!_left || !_right || !_renderer) return;
//We project "transform.position" between _left and _right
Vector3 a = _left.position;
Vector3 b = _right.position;
Vector3 ab = b - a;
Vector3 projectedVector = Vector3.Project(_renderer.bounds.center - a, ab) + a;
projectedVector = Vector3.ClampMagnitude(projectedVector - a, ab.magnitude) + a;
projectedVector = Vector3.ClampMagnitude(projectedVector - b, ab.magnitude) + b;
_ratio = (projectedVector - a).magnitude / ab.magnitude;
}
}
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using System;
using TMPro;
using UdonSharp;
using UnityEngine;
using VRC.SDK3.Data;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class ScoreboardUI : UdonSharpBehaviour
{
public GameSettings GameSettingsInstance;
public TextMeshProUGUI[] Names;
public TextMeshProUGUI[] Scores;
public TextMeshProUGUI TextScoreboard;
public GameObject ScoreboardWrapper;
public int MaxLengthName = 10;
public bool UpperCaseNames = false;
[Header("Fallback scoreboard if the `Shared Scoreboard` prefab didn't got added")]
public SharedScoreboard FallbackScoreboard;
private SharedScoreboard _scoreboardReference;
void Start()
{
// If the player forgot to add the "SharedScoreboard" prefab in the scene, we will use the fallback scoreboard system
// That isn't shared among arcade machines
if (!GameSettingsInstance.SharedScoreboardPrefab)
{
GameSettingsInstance.SharedScoreboardPrefab = FallbackScoreboard;
}
else if (FallbackScoreboard != null)
{
FallbackScoreboard.gameObject.SetActive(false);
}
_scoreboardReference = GameSettingsInstance.SharedScoreboardPrefab;
ScoreboardWrapper.SetActive(_scoreboardReference);
if (_scoreboardReference)
{
_scoreboardReference.RegisterBehaviour(this);
RequestScoreboardUpdate();
}
}
/// <summary>
/// Converts a dt[str] = str data dictionary to dt[int] = str, because TrySerialize can only serialize string keys, so you need to convert the string back to int
/// </summary>
/// <param name="dt"></param>
/// <returns></returns>
private DataDictionary GetNumberIndexedDT(DataDictionary dt)
{
DataDictionary ret = new DataDictionary();
DataList keys = dt.GetKeys();
for (int i = 0; i < keys.Count; i++)
{
ret[Convert.ToInt32((keys[i].String))] = dt[keys[i]];
}
return ret;
}
private DataList InvertDataList(DataList dl)
{
DataList ret = new DataList();
for (int i = dl.Count - 1; i >= 0; i--)
{
ret.Add(dl[i]);
}
return ret;
}
private string FormatName(string name)
{
if (UpperCaseNames)
name = name.ToUpper();
if (name.Length > MaxLengthName)
name = name.Substring(0, MaxLengthName);
return name;
}
public void RequestScoreboardUpdate()
{
if (!_scoreboardReference)
return;
DataDictionary ranking = GetNumberIndexedDT(_scoreboardReference.GetRanking());
//the format is ranking[score (int)] = name (str)
DataList scores = ranking.GetKeys();
scores.Sort();
scores = InvertDataList(scores);
int numberScores = scores.Count;
if (TextScoreboard)
{
TextScoreboard.text = "";
numberScores = Mathf.Clamp(numberScores, 0, 10); //we only want to show the first 10 scores
for (int scoreIndex = 0; scoreIndex < numberScores; scoreIndex++)
{
string name = ranking[scores[scoreIndex]].String;
string score = scores[scoreIndex].Int.ToString();
name = FormatName(name);
TextScoreboard.text += $"{name} {score}\n";
}
}
else
{
int numberFields = Names.Length;
for (int fieldIndex = 0; fieldIndex < numberFields; fieldIndex++)
{
bool hasScoreAtPosition = fieldIndex < numberScores;
string name = hasScoreAtPosition ? ranking[scores[fieldIndex]].String : "";
string score = hasScoreAtPosition ? scores[fieldIndex].Int.ToString() : "";
name = FormatName(name);
Names[fieldIndex].text = name;
Scores[fieldIndex].text = score;
}
}
}
}
}

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using System;
using UdonSharp;
using UnityEngine;
using VRC.SDK3.Data;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
public class SharedScoreboard : UdonSharpBehaviour
{
[UdonSynced]
private string _syncedScoreboard;
private DataDictionary _scoreboard;
private DataList _connectedScoreboards;
void Start()
{
}
private void CheckReferences()
{
if (_connectedScoreboards == null)
_connectedScoreboards = new DataList();
if (_scoreboard == null)
_scoreboard = new DataDictionary();
}
public void RegisterBehaviour(UdonSharpBehaviour usharpBehaviour)
{
CheckReferences();
if (_connectedScoreboards.IndexOf(usharpBehaviour) == -1)
{
_connectedScoreboards.Add(usharpBehaviour);
}
}
public void Insert(VRCPlayerApi player, long score)
{
CheckReferences();
_scoreboard[score.ToString()] = player.displayName;
SerializeJSON();
}
public DataDictionary GetRanking()
{
CheckReferences();
return _scoreboard;
}
private void SerializeJSON()
{
// TODO : Known issue : if two players finish the game at the exact same time on two different arcade machines, then the next statement will fail for one of them
// This issue is a bit difficult to fix since the owner of the scoreboard might have disabled the arcade machine.
// A very rare edge case
Networking.SetOwner(Networking.LocalPlayer, gameObject);
if (VRCJson.TrySerializeToJson(_scoreboard, JsonExportType.Minify, out DataToken result))
{
_syncedScoreboard = result.String;
RequestSerialization();
HandleOnDeserialization();
}
}
private void DeserializeJSON()
{
if (VRCJson.TryDeserializeFromJson(_syncedScoreboard, out DataToken result))
{
_scoreboard = result.DataDictionary;
}
}
private void HandleOnDeserialization()
{
CheckReferences();
DeserializeJSON();
for (int i = 0; i < _connectedScoreboards.Count; i++)
{
UdonSharpBehaviour behaviour = (UdonSharpBehaviour)_connectedScoreboards[i].Reference;
if (behaviour)
{
behaviour.SendCustomEvent("RequestScoreboardUpdate");
}
}
}
public override void OnDeserialization()
{
HandleOnDeserialization();
}
}
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using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
namespace myro.arcade
{
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class Trigger : UdonSharpBehaviour
{
public UdonSharpBehaviour MainGameInstance;
public Joystick JoystickInstance;
public GameObject Toggleable;
void Start()
{
Toggleable.gameObject.SetActive(false);
}
public override void OnPlayerTriggerEnter(VRCPlayerApi player)
{
if (player.isLocal)
{
Toggleable.SetActive(true);
MainGameInstance.SendCustomEvent("OnPlayerEnteredArea");
}
}
public override void OnPlayerTriggerExit(VRCPlayerApi player)
{
if (player.isLocal)
{
Toggleable.SetActive(false);
MainGameInstance.SendCustomEvent("OnPlayerExitedArea");
}
}
}
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Shader "SFHologram/HologramShader"
{
Properties
{
// General
_Brightness("Brightness", Range(0.1, 6.0)) = 3.0
_Alpha ("Alpha", Range (0.0, 1.0)) = 1.0
_Direction ("Direction", Vector) = (0,1,0,0)
// Main Color
_MainTex ("MainTexture", 2D) = "white" {}
_MainColor ("MainColor", Color) = (1,1,1,1)
// Rim/Fresnel
_RimColor ("Rim Color", Color) = (1,1,1,1)
_RimPower ("Rim Power", Range(0.1, 10)) = 5.0
// Scanline
_ScanTiling ("Scan Tiling", Range(0.01, 10.0)) = 0.05
_ScanSpeed ("Scan Speed", Range(-2.0, 2.0)) = 1.0
// Glow
_GlowTiling ("Glow Tiling", Range(0.01, 1.0)) = 0.05
_GlowSpeed ("Glow Speed", Range(-10.0, 10.0)) = 1.0
// Glitch
_GlitchSpeed ("Glitch Speed", Range(0, 50)) = 1.0
_GlitchIntensity ("Glitch Intensity", Float) = 0
// Alpha Flicker
_FlickerTex ("Flicker Control Texture", 2D) = "white" {}
_FlickerSpeed ("Flicker Speed", Range(0.01, 100)) = 1.0
// Settings
[HideInInspector] _Fold("__fld", Float) = 1.0
}
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
LOD 100
ColorMask RGB
Cull Back
Pass
{
CGPROGRAM
#pragma shader_feature _SCAN_ON
#pragma shader_feature _GLOW_ON
#pragma shader_feature _GLITCH_ON
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float4 worldVertex : TEXCOORD1;
float3 viewDir : TEXCOORD2;
float3 worldNormal : NORMAL;
};
sampler2D _MainTex;
sampler2D _FlickerTex;
float4 _Direction;
float4 _MainTex_ST;
float4 _MainColor;
float4 _RimColor;
float _RimPower;
float _GlitchSpeed;
float _GlitchIntensity;
float _Brightness;
float _Alpha;
float _ScanTiling;
float _ScanSpeed;
float _GlowTiling;
float _GlowSpeed;
float _FlickerSpeed;
v2f vert (appdata v)
{
v2f o;
// Glitches
#if _GLITCH_ON
v.vertex.x += _GlitchIntensity * (step(0.5, sin(_Time.y * 2.0 + v.vertex.y * 1.0)) * step(0.99, sin(_Time.y*_GlitchSpeed * 0.5)));
#endif
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.worldVertex = mul(unity_ObjectToWorld, v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.viewDir = normalize(UnityWorldSpaceViewDir(o.worldVertex.xyz));
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 texColor = tex2D(_MainTex, i.uv);
half dirVertex = (dot(i.worldVertex, normalize(float4(_Direction.xyz, 1.0))) + 1) / 2;
// Scanlines
float scan = 0.0;
#ifdef _SCAN_ON
scan = step(frac(dirVertex * _ScanTiling + _Time.w * _ScanSpeed), 0.5) * 0.65;
#endif
// Glow
float glow = 0.0;
#ifdef _GLOW_ON
glow = frac(dirVertex * _GlowTiling - _Time.x * _GlowSpeed);
#endif
// Flicker
fixed4 flicker = tex2D(_FlickerTex, _Time * _FlickerSpeed);
// Rim Light
half rim = 1.0-saturate(dot(i.viewDir, i.worldNormal));
fixed4 rimColor = _RimColor * pow (rim, _RimPower);
fixed4 col = texColor * _MainColor + (glow * 0.35 * _MainColor) + rimColor;
col.a = texColor.a * _Alpha * (scan + rim + glow) * flicker;
col.rgb *= _Brightness;
return col;
}
ENDCG
}
}
CustomEditor "HologramShaderGUI"
}

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MIT License
Copyright (c) 2017 Andy Duboc
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:
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.

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This is a Hologram shader I found at this address https://github.com/andydbc/HologramShader, a copy of the original Readme file can be found bellow :
Hologram [![License](https://img.shields.io/badge/License-MIT-lightgrey.svg?style=flat)](http://mit-license.org) [![Donate](https://img.shields.io/badge/Donate-PayPal-green.svg)](https://www.paypal.me/andyduboc/5usd)
==========
Hologram is a simple shader made in Unity.<br>
This package is composed of a shader and a custom material editor to tweak the effect.
![screenshot](Screenshots/screen00.gif)
Material
-------
It is a composition of multiples effects, you can toggle it directly from this inspector:
![screenshot](http://i.imgur.com/8AWSkCZ.png)
License
-------
MIT, see [LICENSE](LICENSE) for details.

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