Синтаксис:
Используется csharp
Shader "TestShader/Billboard" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
#pragma vertex vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float4 vv;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
v2f vert(inout appdata_full v) {
v2f o;
float4 ori = mul(UNITY_MATRIX_MV, float4(0, 0, 0, 0));
float4 vt = v.vertex;
vt.y = vt.z;
vt.z = 0;
vt.xyz += ori.xyz;//result is vt.z==ori.z ,so the distance to camera keeped ,and screen size keeped
o.pos = mul(UNITY_MATRIX_P, vt);
v.vertex = o.pos;
//o.uv = v.uv;
return o;
}
ENDCG
}
FallBack "Diffuse"
}
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
#pragma vertex vert
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
#include "UnityCG.cginc"
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float4 vv;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
v2f vert(inout appdata_full v) {
v2f o;
float4 ori = mul(UNITY_MATRIX_MV, float4(0, 0, 0, 0));
float4 vt = v.vertex;
vt.y = vt.z;
vt.z = 0;
vt.xyz += ori.xyz;//result is vt.z==ori.z ,so the distance to camera keeped ,and screen size keeped
o.pos = mul(UNITY_MATRIX_P, vt);
v.vertex = o.pos;
//o.uv = v.uv;
return o;
}
ENDCG
}
FallBack "Diffuse"
}