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Billboarding for Unity surface shaders
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void vert(inout appdata_full v, out Input o) | |
{ | |
UNITY_INITIALIZE_OUTPUT(Input, o); | |
// get the camera basis vectors | |
float3 forward = -normalize(UNITY_MATRIX_V._m20_m21_m22); | |
float3 up = float3(0, 1, 0); //normalize(UNITY_MATRIX_V._m10_m11_m12); | |
float3 right = normalize(UNITY_MATRIX_V._m00_m01_m02); | |
// rotate to face camera | |
float4x4 rotationMatrix = float4x4(right, 0, | |
up, 0, | |
forward, 0, | |
0, 0, 0, 1); | |
//float offset = _Object2World._m22 / 2; | |
float offset = 0; | |
v.vertex = mul(v.vertex + float4(0, offset, 0, 0), rotationMatrix) + float4(0, -offset, 0, 0); | |
v.normal = mul(v.normal, rotationMatrix); | |
} |
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