Unity billboard shader code
title: “Unity Billboard Shader Code” categories:
-
VRCHAT
#Unity Billboard Shader Code : 네이버 블로그
카메라를 바라보는 Shader
Shader "Billboard"
{
Properties
{
\_MainTex("Texture", 2D) = "white" {}
\_Color("Color", Color) = (1,1,1,1)
\_Number("Number", Range(0, 9)) = 0
}
SubShader
{
Tags { "IGNOREPROJECTOR" = "true" "RenderType" = "Transparent" "Queue" = "Transparent+500" } //"LIGHTMODE"="FORWARDBASE" "QUEUE"="AlphaTest" "IGNOREPROJECTOR"="true" "SHADOWSUPPORT"="true" "RenderType"="TransparentCutout" "DisableBatching"="LodFading"
LOD 100
Pass
{
//ZTest Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi\_compile\_instancing
// make fog work
#pragma multi\_compile\_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
UNITY\_VERTEX\_INPUT\_INSTANCE\_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY\_FOG\_COORDS(1)
float4 vertex : SV\_POSITION;
float4 color : COLOR0;
UNITY\_VERTEX\_INPUT\_INSTANCE\_ID // necessary only if you want to access instanced properties in fragment Shader.
};
sampler2D \_MainTex;
float4 \_MainTex\_ST;
UNITY\_INSTANCING\_BUFFER\_START(Props)
UNITY\_DEFINE\_INSTANCED\_PROP(float4, \_Color)
UNITY\_INSTANCING\_BUFFER\_END(Props)
v2f vert(appdata v)
{
v2f o;
UNITY\_SETUP\_INSTANCE\_ID(v);
UNITY\_TRANSFER\_INSTANCE\_ID(v, o); // necessary only if you want to access instanced properties in the fragment Shader.
//copy them so we can change them (demonstration purpos only)
float4x4 newViewMatrix = UNITY\_MATRIX\_V;
//break out the axis
float3 right = normalize(newViewMatrix.\_m00\_m01\_m02);
float3 up = normalize(newViewMatrix.\_m10\_m11\_m12);
float3 forward = normalize(newViewMatrix.\_m20\_m21\_m22);
//get the rotation parts of the matrix
float4x4 rotationMatrix = float4x4(
right, 0,
up, 0,
forward, 0,
0, 0, 0, 1);
//the inverse of a rotation matrix happens to always be the transpose
float4x4 rotationMatrixInverse = transpose(rotationMatrix);
//apply the rotationMatrixInverse, model, view and projection matrix
float4 pos = v.vertex;
pos = mul(rotationMatrixInverse, pos);
pos = mul(UNITY\_MATRIX\_M, pos);
pos = mul(newViewMatrix, pos);
pos = mul(UNITY\_MATRIX\_P, pos);
o.vertex = pos;
o.uv = TRANSFORM\_TEX(v.uv, \_MainTex);
UNITY\_TRANSFER\_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV\_Target
{
// sample the texture
fixed4 col = UNITY\_ACCESS\_INSTANCED\_PROP(Props, \_Color) \* tex2D(\_MainTex, i.uv);
// apply fog
UNITY\_APPLY\_FOG(i.fogCoord, col);
UNITY\_SETUP\_INSTANCE\_ID(i); // necessary only if any instanced properties are going to be accessed in the fragment Shader.
return col;
}
ENDCG
}
}
}