Shader "MyShader/LookAtCamera" { Properties { _MainTex("Main Tex", 2D) = "white" {} _Color("附加颜色", Color) = (1, 1, 1, 1) _VerticalBillboarding("强度", Range(0, 1)) = 1 _Xscale("X轴缩放",float) = 1 _Yscale("Y轴缩放",float) = 1 } SubShader { Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "True"} Pass { Tags { "LightMode" = "ForwardBase" } ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha Cull Off CGPROGRAM #pragma vertex vert #pragma fragment frag #include "Lighting.cginc" sampler2D _MainTex; float4 _MainTex_ST; fixed4 _Color; fixed _VerticalBillboarding; half _Xscale; half _Yscale; struct a2v { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; float3 normal:NORMAL; }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 normal:NORMAL; float4 wVertex : FLOAT; }; v2f vert(a2v v) { v2f o; // Suppose the center in object space is fixed float3 center = float3(0, 0, 0); float3 viewer = mul(unity_WorldToObject,float4(_WorldSpaceCameraPos, 1)); float3 normalDir = viewer - center; normalDir.y = normalDir.y * _VerticalBillboarding; normalDir = normalize(normalDir); float3 upDir = abs(normalDir.y) > 0.999 ? float3(0, 0, 1) : float3(0, 1, 0); float3 rightDir = normalize(cross(upDir, normalDir)); upDir = normalize(cross(normalDir, rightDir)); // Use the three vectors to rotate the quad float3 centerOffs = v.vertex.xyz - center; float3 localPos = center + rightDir * centerOffs.x +upDir * centerOffs.y + normalDir * centerOffs.z; o.pos = UnityObjectToClipPos(float4(localPos, 1)); o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); o.normal = mul(unity_ObjectToWorld, v.normal); o.wVertex = mul(unity_ObjectToWorld, v.vertex); return o; } fixed4 frag(v2f i) : SV_Target { fixed2 uv1 = i.uv; uv1 -= float2(0.5, 0.5); uv1 *= float2(_Xscale, _Yscale); uv1+= float2(0.5, 0.5); fixed4 col = tex2D(_MainTex, uv1); col.rgb *= _Color.rgb; return col; } ENDCG } } FallBack "Transparent/VertexLit" }