// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "FORGE3D/Billboard Additive" { Properties { _Color ("Tint Color", Color) = (0.5,0.5,0.5,0.5) _MainTex ("Particle Texture", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 } Category { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } Blend SrcAlpha One AlphaTest Greater .01 ColorMask RGB Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; fixed4 _Color; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; #ifdef SOFTPARTICLES_ON float4 projPos : TEXCOORD1; #endif }; float4 _MainTex_ST; v2f vert (appdata_t v) { v2f o; float4 ori = mul(UNITY_MATRIX_MV,float4(0,0,0,1)); float4 vt = v.vertex; float2 r1 = float2(unity_ObjectToWorld[0][0],unity_ObjectToWorld[0][2]); float2 r2 = float2(unity_ObjectToWorld[2][0],unity_ObjectToWorld[2][2]); float2 vt0 = vt.x*r1; vt0 += vt.z*r2; vt.xy = vt0; vt.z = 0; vt.xyz += ori.xyz; o.vertex = mul(UNITY_MATRIX_P,vt); o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); o.color = v.color; #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #endif return o; } sampler2D_float _CameraDepthTexture; float _InvFade; fixed4 frag (v2f i) : SV_Target { #ifdef SOFTPARTICLES_ON float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); float partZ = i.projPos.z; float fade = saturate (_InvFade * (sceneZ-partZ)); i.color.a *= fade; #endif return i.color * _Color * tex2D(_MainTex, i.texcoord); } ENDCG } } } } /* Shader "Tut/Project/Billboard_2" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } pass{ Cull Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" sampler2D _MainTex; struct v2f { float4 pos:SV_POSITION; float2 texc:TEXCOORD0; }; v2f vert(appdata_base v) { v2f o; float4 ori=mul(UNITY_MATRIX_MV,float4(0,0,0,1)); float4 vt=v.vertex; //vt.y=vt.z; float2 r1=float2(_Object2World[0][0],_Object2World[0][2]); float2 r2=float2(_Object2World[2][0],_Object2World[2][2]); float2 vt0=vt.x*r1; vt0+=vt.z*r2; vt.xy=vt0; 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); o.texc=v.texcoord; return o; } float4 frag(v2f i):COLOR { return tex2D(_MainTex,i.texc); } ENDCG }//endpass } }*/