Hi guys !
I’m trying to modify the “Sprite - Default” shader (from the builtin_shaders-5.5.0f3) with another shader that I found to make my sprite become billboards.
Currently the billboarding part of the code is operating well (sprites are facing the camera) but I got some weird “disappearing”… Some sprites are blinking or disappearing when I move the camera (even in viewport).
No doubt it comes from the part of code I’ve implemented but since I’m fairly new in shader programming, I have absolutely no clue on how to solve this.
here’s the shader :
Shader "Custom/Sprite_Billboard" {
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
//_Time ("Time", Float) = 0
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"SortingLayer"="Resources_Sprites"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
// uniform Float _Time;
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
// OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
// #ifdef PIXELSNAP_ON
OUT.vertex = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
- float4(IN.vertex.y, IN.vertex.x, 0.0, 0.0)
* float4(0.1, 0.1, 1.0, 1.0));
// OUT.vertex = UnityPixelSnap (OUT.vertex);
// #endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
color.a = tex2D (_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f IN) : SV_Target
{
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
}
Does anyone have a clue on how I can solve this problem ?