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- Shader "Custom/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
- }
- }
- }
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