You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
83 lines
2.4 KiB
83 lines
2.4 KiB
// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject' |
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
|
|
|
Shader "Unity Shaders Book/Chapter 11/Billboard" { |
|
Properties { |
|
_MainTex ("Main Tex", 2D) = "white" {} |
|
_Color ("Color Tint", Color) = (1, 1, 1, 1) |
|
_VerticalBillboarding ("Vertical Restraints", Range(0, 1)) = 1 |
|
} |
|
SubShader { |
|
// Need to disable batching because of the vertex animation |
|
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "DisableBatching"="True"} |
|
|
|
Pass { |
|
Tags { "LightMode"="ForwardBase" } |
|
|
|
ZWrite Off |
|
Blend SrcAlpha OneMinusSrcAlpha |
|
Cull Off |
|
|
|
CGPROGRAM |
|
|
|
#pragma vertex vert |
|
#pragma fragment frag |
|
|
|
#include "Lighting.cginc" |
|
// |
|
sampler2D _MainTex; |
|
float4 _MainTex_ST; |
|
fixed4 _Color; |
|
fixed _VerticalBillboarding; |
|
|
|
struct a2v { |
|
float4 vertex : POSITION; |
|
float4 texcoord : TEXCOORD0; |
|
}; |
|
|
|
struct v2f { |
|
float4 pos : SV_POSITION; |
|
float2 uv : TEXCOORD0; |
|
}; |
|
|
|
v2f vert (a2v v) { |
|
v2f o; |
|
|
|
// Suppose the center in object space is fixed |
|
float3 center = float3(0, 0, 0); |
|
float3 viewer = mul(unity_WorldToObject,float4(_WorldSpaceCameraPos, 1)); |
|
|
|
float3 normalDir = viewer - center; |
|
// If _VerticalBillboarding equals 1, we use the desired view dir as the normal dir |
|
// Which means the normal dir is fixed |
|
// Or if _VerticalBillboarding equals 0, the y of normal is 0 |
|
// Which means the up dir is fixed |
|
normalDir.y =normalDir.y * _VerticalBillboarding; |
|
normalDir = normalize(normalDir); |
|
// Get the approximate up dir |
|
// If normal dir is already towards up, then the up dir is towards front |
|
float3 upDir = abs(normalDir.y) > 0.999 ? float3(0, 0, 1) : float3(0, 1, 0); |
|
float3 rightDir = normalize(cross(upDir, normalDir)); |
|
upDir = normalize(cross(normalDir, rightDir)); |
|
|
|
// Use the three vectors to rotate the quad |
|
float3 centerOffs = v.vertex.xyz - center; |
|
float3 localPos = center + rightDir * centerOffs.x + upDir * centerOffs.y + normalDir * centerOffs.z; |
|
|
|
o.pos = UnityObjectToClipPos(float4(localPos, 1)); |
|
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); |
|
|
|
return o; |
|
} |
|
|
|
fixed4 frag (v2f i) : SV_Target { |
|
fixed4 c = tex2D (_MainTex, i.uv); |
|
c.rgb *= _Color.rgb; |
|
return c; |
|
} |
|
|
|
ENDCG |
|
} |
|
} |
|
FallBack "Transparent/VertexLit" |
|
}
|
|
|