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@kaiware007
Created January 19, 2018 09:28
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Simple Billboard shader for Unity
Shader "Unlit/Billboard"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "True" }
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 pos : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv.xy;
// billboard mesh towards camera
float3 vpos = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz);
float4 worldCoord = float4(unity_ObjectToWorld._m03, unity_ObjectToWorld._m13, unity_ObjectToWorld._m23, 1);
float4 viewPos = mul(UNITY_MATRIX_V, worldCoord) + float4(vpos, 0);
float4 outPos = mul(UNITY_MATRIX_P, viewPos);
o.pos = outPos;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
@alhvi
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alhvi commented Jan 17, 2025

Same code, but rewritten to match URP shader style.

float3 vpos = TransformObjectToWorldDir(IN.vertex, false); float3 worldCoord = GetObjectToWorldMatrix()._m03_m13_m23; float3 viewPos = TransformWorldToView(worldCoord) + vpos; OUT.vertex = TransformWViewToHClip(viewPos);

Here's an URP version using the code above https://gist.github.com/alhvi/f117a7d36bf581d8dfa0906fbb48daca

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