Shader "CM/Billboard1"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 Billboard(float4 vertex)
{
float4 ori=mul(UNITY_MATRIX_MV, float4(0,0,0,1));
float4 vt = vertex;
float2 r1=float2(_Object2World[0][0],_Object2World[0][2]);
float2 r2=float2(_Object2World[2][0],_Object2World[2][2]);
vt.xy = vt.x*r1 + vt.z*r2;
vt.z = 0;
vt.xyz += ori.xyz;
return mul(UNITY_MATRIX_P, vt);
}
v2f vert (appdata_base v)
{
v2f o;
o.pos = Billboard(v.vertex);
return o;
}
fixed4 frag(v2f i) : COLOR
{
return tex2D(_MainTex, i.uv);
}
ENDCG
}
}
}
跟着相机转的plane:

广告板技术之二: 来自wiki ----------- https://en.wikibooks.org/wiki/Cg_Programming/Unity/Billboards 不过这种技术不能缩放广告板
Shader "Cg shader for billboards" {
Properties {
_MainTex ("Texture Image", 2D) = "white" {}
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// User-specified uniforms
uniform sampler2D _MainTex;
struct vertexInput {
float4 vertex : POSITION;
float4 tex : TEXCOORD0;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
- float4(input.vertex.x, input.vertex.y, 0.0, 0.0));
output.tex = input.tex;
return output;
}
float4 frag(vertexOutput input) : COLOR
{
return tex2D(_MainTex, float2(input.tex.xy));
}
ENDCG
}
}
}
广告板技术三 : 草 ---------------------- 待定
原文:http://www.cnblogs.com/skylinee/p/5811545.html