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Advanced Billboard Shader For Unity [ Both Quads & UI ]
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/Billboard"
{
Properties
{
_MainTex ("Texture Image", 2D) = "white" {}
_Scaling("Scaling", Float) = 1.0
[Toggle] _KeepConstantScaling("Keep Constant Scaling", Int) = 1
[Enum(RenderOnTop, 0,RenderWithTest, 4)] _ZTest("Render on top", Int) = 1
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "True" }
ZWrite On
ZTest [_ZTest]
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
uniform sampler2D _MainTex;
int _KeepConstantScaling;
float _Scaling;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata v)
{
v2f o;
float relativeScaler = (_KeepConstantScaling) ? distance(mul(unity_ObjectToWorld, v.vertex), _WorldSpaceCameraPos) : 1;
o.vertex = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0)) + float4(v.vertex.x, v.vertex.y, 0.0, 0.0) * relativeScaler * _Scaling);
o.uv = v.uv;
return o;
}
float4 frag(v2f i) : COLOR
{
return tex2D(_MainTex, float2(i.uv));
}
ENDCG
}
}
}
/*Please do support www.bitshiftprogrammer.com by joining the facebook page : fb.com/BitshiftProgrammer
Legal Stuff:
This code is free to use no restrictions but attribution would be appreciated.
Any damage caused either partly or completly due to usage this stuff is not my responsibility*/
Shader "BitshiftProgrammer/BillboardUI"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Scaling("Scaling", Float) = 1.0
[Toggle] _KeepConstantScaling("Keep Constant Scaling", Float) = 1
[Enum(RenderOnTop, 0,RenderWithTest, 4)] _ZTest("Render on top", Int) = 1
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [_ZTest]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float _KeepConstantScaling;
float _Scaling;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float relativeScaler = (_KeepConstantScaling) ? distance(mul(unity_ObjectToWorld, v.vertex), _WorldSpaceCameraPos) : 1;
OUT.vertex = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0)) + float4(v.vertex.x, v.vertex.y, 0.0, 0.0) * relativeScaler * _Scaling);
OUT.texcoord = v.texcoord;
OUT.color = v.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
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