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Advanced Billboard Shader For Unity [ Both Quads & UI ]
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/*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 | |
} | |
} | |
} |
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/*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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