Shader "Billboard/Default"
{
Properties
{
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Offset -100, -1 ZWrite Off Lighting Off Cull Off Fog { Mode Off } Blend SrcAlpha OneMinusSrcAlpha
LOD 110
Pass
{
CGPROGRAM
#pragma vertex vert_vct
#pragma fragment frag_mult
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_ST;
struct vin_vct
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f_vct
{
float4 vertex : POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
};
v2f_vct vert_vct(vin_vct input)
{
v2f_vct output;
output.vertex = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
+ float4(input.vertex.x, input.vertex.y, 0.0, 0.0));
output.color = input.color;
output.texcoord = input.texcoord;
return output;
}
fixed4 frag_mult(v2f_vct i) : COLOR
{
fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
return col;
}
ENDCG
}
}
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Offset -100, -1 ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off Fog { Mode Off }
LOD 100
BindChannels
{
Bind "Vertex", vertex
Bind "TexCoord", texcoord
Bind "Color", color
}
Pass
{
Lighting Off
SetTexture [_MainTex] { combine texture * primary }
}
}
}