hologram shader, Pass, colormask, transparent
This shader creates a fresnel style inner rim glow on an object. It uses the dot product between the surface normal and the view direction vector. To give it a transparent/ghostly feel we set the alpha to the rim-glow effect. In order to actually get it transparent, we add "alpha:fade" to our #pragma and also assign the Transparent Queue tag. A "problem" that arises is that we can see the internal faces of an object when it has a complex shape -eg the inside of the mouth cavity. This *might* be desirable in a true x-ray shader? However, if you wanted to have the outer surface occlude the inner parts, then we must add a Pass. This will take place before the pass that occurs within the CGPROGRAM. We add a Zwrite On within the pass, which enables writing to the depth buffer and set the ColorMask to 0, so we don't write any colour data - only the Z info. Shader "Dave/Hologram"{ Properties{ _RimColor("Rim Color", co...