The holographic materials ship with the plugin in /HolographicMinimap/HolographicMinimap/Materials. The map uses M_HoloBase (terrain / custom-mesh markers) and M_HoloMarker (instanced shape markers) automatically; assign your own to the map actor's Hologram / Marker Material slots to override. Extra ready-made variants (grid, hexagonal, height, fresnel boost) are included alongside them.
Additive, unlit, two-sided. Emissive = HoloColor × EmissiveIntensity × (scanlines + fresnel) × vertex color × radial clip.
The vertex color term is white on regular static meshes and carries the height gradient on the procedurally scanned terrain.
| Parameter | Meaning |
|---|---|
| HoloColor (vector) | Main tint. |
| EmissiveIntensity | Brightness. |
| ScanlineFrequency | Vertical line density (cycles per cm, world space). |
| ScanlineSpeed | Line scroll speed. |
| ScanlineStrength | 0 = no lines, 1 = fully black lines. |
| FresnelStrength | Edge glow strength. |
| ClipCenter (vector) / ClipRadius | World-space radial clip — geometry outside fades out. Driven automatically by the map actor. |
Additive, unlit. Reads the marker color from per-instance custom data floats 0–2 (written by the map actor), multiplied by EmissiveIntensity.
Assign any material to Hologram Material / Marker Material on the map actor. To keep the runtime styling functions working, expose the same parameter names listed above. For marker materials on instanced shapes, read the color with three Per Instance Custom Data nodes (indices 0, 1, 2).

Fresnel

Hexagonal tilling

Height
You usually don't need one — by default the map scans the environment and builds its terrain procedurally (see the Environment Scan section of the map actor reference). An authored mesh is worth it when you want a stylized/simplified look or zero traces at runtime.