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- Shader "Custom/Look_At_Cam_Billboard"
- {
- Properties
- {
- _MainTex ("Texture", 2D) = "white" {}
- _Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
- }
- SubShader
- {
- Tags {
- "RenderType"="TransparentCutout"
- "Queue"="AlphaTest" // Changed from "Transparent" to "AlphaTest" for cutout
- }
- LOD 100
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
- struct appdata
- {
- float4 vertex : POSITION;
- float2 uv : TEXCOORD0;
- };
- struct v2f
- {
- float2 uv : TEXCOORD0;
- float4 pos : SV_POSITION;
- };
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float _Cutoff;
- v2f vert (appdata v)
- {
- v2f o;
- // Billboard calculation
- float4 origin = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
- float4 viewOrigin = mul(UNITY_MATRIX_V, origin);
- // Calculate view position
- float4 worldPos = mul(unity_ObjectToWorld, v.vertex);
- float4 viewPos = float4(viewOrigin.xy + (v.vertex.xy * _MainTex_ST.xy), viewOrigin.z, 1.0);
- o.pos = mul(UNITY_MATRIX_P, viewPos);
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
- return o;
- }
- fixed4 frag (v2f i) : SV_Target
- {
- fixed4 col = tex2D(_MainTex, i.uv);
- clip(col.a - _Cutoff); // Better than discard
- return col;
- }
- ENDCG
- }
- }
- FallBack "Transparent/Cutout/Diffuse"
- }
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