-
Notifications
You must be signed in to change notification settings - Fork 13
/
Copy pathbillboard.shader
82 lines (69 loc) · 2.29 KB
/
billboard.shader
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
Shader "LX/billboard"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_VerticalScale ("_VercitalScale", float) = 1
}
SubShader
{
Tags
{
"RenderType"="Opaque"
"Queue"="Transparent"
"IgnoreProjector"="True"
"DisableBatching"="True"
}
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _VerticalScale;
v2f vert(appdata v)
{
v2f o;
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
//在模型空间做计算
float3 center = float3(0, 0, 0);
float3 cameraPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));
//计算出模型空间的朝向摄像机的向量
float3 normalDir = cameraPos - center;
normalDir.y = normalDir.y * _VerticalScale;
normalDir = normalize(normalDir);
//向上向量
float3 upDir = float3(0, 1, 0);
//叉积得到向右向量
float3 rightDir = normalize(cross(upDir, normalDir));
//重新得到正交的向上向量
upDir = normalize(cross(normalDir, rightDir));
//根据新的正交基得到顶点的新位置
float3 newPos = rightDir * v.vertex.x + upDir * v.vertex.y + normalDir * v.vertex.z;
o.vertex = UnityObjectToClipPos(newPos);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}