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
            }
        }
}

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