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@nilpunch
Last active May 31, 2022 07:30
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Billboard sprite shader.
Shader "Custom/Sprite Billboard"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[Header(Aligning)]
_ScaleX ("Scale X", Float) = 1.0
_ScaleY ("Scale Y", Float) = 1.0
[Header(Rendering)]
_Offset("Offset", float) = 0
[Enum(UnityEngine.Rendering.CullMode)] _Culling ("Cull Mode", Int) = 2
[Enum(Off,0,On,1)] _ZWrite("ZWrite", Int) = 1
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4
[Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
LOD 100
Cull [_Culling]
Offset [_Offset], [_Offset]
ZWrite [_ZWrite]
ZTest [_ZTest]
ColorMask [_ColorMask]
Lighting Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
float _ScaleX;
float _ScaleY;
sampler2D _MainTex;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
+ float4(IN.vertex.x, IN.vertex.y, 0.0, 0.0)
* float4(_ScaleX, _ScaleY, 1.0, 1.0));
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = tex2D(_MainTex, in.texcoord) * IN.color;
return c;
}
ENDCG
}
}
}
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