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Jan 19th, 2017
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  1. v2f vert (appdata_full v)
  2. {
  3. v2f o;
  4.  
  5. o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
  6.  
  7. // get direction to camera in object space
  8. float3 facing = normalize(mul((float3x3)unity_WorldToObject, _WorldSpaceCameraPos) - v.vertex);
  9. // v.normal contains the direction
  10. float3 up = v.normal;
  11. // cross product gets the perpendicular
  12. float3 right = normalize(cross(facing, up));
  13.  
  14.  
  15. float3 lineBillboardOffset = mul((float3x3)UNITY_MATRIX_MVP, right);
  16. //v.texcoord.x contains if its left or right
  17. lineBillboardOffset.xy *= v.texcoord.x;
  18. //set the line thickness
  19. lineBillboardOffset.xy *= _LineThickness;
  20.  
  21. //Add the offset
  22. o.vertex.xy += lineBillboardOffset.xy;
  23.  
  24. return o;
  25. }
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