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Question by
nu51313932 · Oct 03, 2018 at 03:02 PM ·
shaderspritesbillboard
Shader error: Use of UNITY_MATRIX_MV is detected. To transform a vertex into view space, consider using UnityObjectToViewPos for better performance.
I copy this shader script from Google and it is error in Unity 2018. I need help from professional please.How to fix the error?
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"
"DisableBatching" = "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
}
}
}
Comment
Answer by MegamaDev · Jan 26, 2019 at 07:18 AM
It's this line:
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));
Switch it out for this:
OUT.vertex = mul(UNITY_MATRIX_P,
UnityObjectToViewPos(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));
You should be good to go now.
The vertex transformation function 'UnityObjectToViewPos' takes (and returns) 'float3', not 'float4'! (Take a look at Unity's documentation about 'Built-in shader helper functions')
OUT.vertex = mul(UNITY_MATRIX_P,
float4(UnityObjectToViewPos((float3)0), 1)
- float4(IN.vertex.y, IN.vertex.x, 0.0, 0.0)
* float4(0.1, 0.1, 1.0, 1.0));