Shader "Procedural Worlds/SB_Billboard" { //BEGIN STORM EDIT CGINCLUDE #pragma multi_compile_instancing #pragma instancing_options procedural:storm_setup #include "GeNaIndirectBase.cginc" ENDCG //END STORM EDIT Properties { _TintA("TintA", Color) = (0,1,0,1) _TintB("TintB", Color) = (0,1,1,0.5) _BaseMap("Input Texture", 2D) = "white" {} _Cutoff("Cutoff", Range( 0 , 1)) = 0.5 } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend SrcAlpha OneMinusSrcAlpha ColorMask RGB Cull back Lighting Off ZWrite Off ZTEST always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 #pragma multi_compile_particles #pragma multi_compile_fog #include "UnityCG.cginc" sampler2D _BaseMap; fixed4 _TintColor; struct appdata_t { float4 vertex : POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_FOG_COORDS(1) float4 projPos : TEXCOORD2; UNITY_VERTEX_OUTPUT_STEREO }; float4 _BaseMap_ST; v2f vert (appdata_t v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = UnityObjectToClipPos(v.vertex); #ifdef SOFTPARTICLES_ON o.projPos = ComputeScreenPos (o.vertex); COMPUTE_EYEDEPTH(o.projPos.z); #else o.projPos = float4(1.0f, 1.0f, 1.0f, 1.0f); #endif o.color = v.color; o.texcoord = TRANSFORM_TEX(v.texcoord,_BaseMap); // billboard mesh towards camera float3 vpos = mul((float3x3)unity_ObjectToWorld, v.vertex.xyz); float4 worldCoord = float4(unity_ObjectToWorld._m03, unity_ObjectToWorld._m13, unity_ObjectToWorld._m23, 1); float4 viewPos = mul(UNITY_MATRIX_V, worldCoord) + float4(vpos, 0); float4 outPos = mul(UNITY_MATRIX_P, viewPos); o.vertex = outPos; UNITY_TRANSFER_FOG(o,o.vertex); return o; } UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float _InvFade; float4 _TintA; float4 _TintB; float _Cutoff; float4 frag (v2f i) : SV_Target { float4 texSample = tex2D( _BaseMap, i.texcoord ); float4 col = float4(1,1,1,1); col.a *= texSample.a; clip( col.a - _Cutoff); float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); float partZ = i.projPos.z - (texSample.b - 0.5f); float fade = saturate (10 * (sceneZ-partZ)); i.color *= lerp(_TintB,_TintA,saturate(fade)); col = i.color * col; UNITY_APPLY_FOG(i.fogCoord, col); return col; } ENDCG } } }