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Unity 6 TextMeshPro Billboard / always facing camera shader / Modified for Unity 6 and transform scaling
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| // modified from https://gist.github.com/Spongert/b52a24aa110933a918cf47c777fea1c8 | |
| // Unity 6 TMP changed some things; adapt the shader for U6. Plus allow scale of transform to affect it. | |
| // See https://discussions.unity.com/t/upgraded-to-6000-0-and-my-custom-tmp-urp-shader-rendered-failed/947435 | |
| // And https://discussions.unity.com/t/billboard-shader-that-respects-gameobjects-transform-localscale/652220/4 | |
| Shader "TextMeshPro/Distance Field-BillboardFacing" { | |
| // Billboarding version for TextMeshPro (tested in 2018.3), based on default Distance Field shader. | |
| // ** Important part is to DISABLE the dynamic batching! (happens in this shader) ** | |
| // ...Took a while to figure out that one. | |
| // | |
| // Use as you like! | |
| // - Almar | |
| Properties { | |
| _FaceTex ("Face Texture", 2D) = "white" {} | |
| _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 | |
| _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 | |
| _FaceColor ("Face Color", Color) = (1,1,1,1) | |
| _FaceDilate ("Face Dilate", Range(-1,1)) = 0 | |
| _OutlineColor ("Outline Color", Color) = (0,0,0,1) | |
| _OutlineTex ("Outline Texture", 2D) = "white" {} | |
| _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 | |
| _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 | |
| _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 | |
| _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 | |
| _Bevel ("Bevel", Range(0,1)) = 0.5 | |
| _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 | |
| _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 | |
| _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 | |
| _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 | |
| _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 | |
| _SpecularColor ("Specular", Color) = (1,1,1,1) | |
| _SpecularPower ("Specular", Range(0,4)) = 2.0 | |
| _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 | |
| _Diffuse ("Diffuse", Range(0,1)) = 0.5 | |
| _Ambient ("Ambient", Range(1,0)) = 0.5 | |
| _BumpMap ("Normal map", 2D) = "bump" {} | |
| _BumpOutline ("Bump Outline", Range(0,1)) = 0 | |
| _BumpFace ("Bump Face", Range(0,1)) = 0 | |
| _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) | |
| _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) | |
| _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } | |
| _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) | |
| _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) | |
| _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 | |
| _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 | |
| _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 | |
| _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 | |
| _GlowColor ("Color", Color) = (0, 1, 0, 0.5) | |
| _GlowOffset ("Offset", Range(-1,1)) = 0 | |
| _GlowInner ("Inner", Range(0,1)) = 0.05 | |
| _GlowOuter ("Outer", Range(0,1)) = 0.05 | |
| _GlowPower ("Falloff", Range(1, 0)) = 0.75 | |
| _WeightNormal ("Weight Normal", float) = 0 | |
| _WeightBold ("Weight Bold", float) = 0.5 | |
| _ShaderFlags ("Flags", float) = 0 | |
| _ScaleRatioA ("Scale RatioA", float) = 1 | |
| _ScaleRatioB ("Scale RatioB", float) = 1 | |
| _ScaleRatioC ("Scale RatioC", float) = 1 | |
| _MainTex ("Font Atlas", 2D) = "white" {} | |
| _TextureWidth ("Texture Width", float) = 512 | |
| _TextureHeight ("Texture Height", float) = 512 | |
| _GradientScale ("Gradient Scale", float) = 5.0 | |
| _ScaleX ("Scale X", float) = 1.0 | |
| _ScaleY ("Scale Y", float) = 1.0 | |
| _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 | |
| _Sharpness ("Sharpness", Range(-1,1)) = 0 | |
| _VertexOffsetX ("Vertex OffsetX", float) = 0 | |
| _VertexOffsetY ("Vertex OffsetY", float) = 0 | |
| _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) | |
| _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) | |
| _MaskSoftnessX ("Mask SoftnessX", float) = 0 | |
| _MaskSoftnessY ("Mask SoftnessY", float) = 0 | |
| _StencilComp ("Stencil Comparison", Float) = 8 | |
| _Stencil ("Stencil ID", Float) = 0 | |
| _StencilOp ("Stencil Operation", Float) = 0 | |
| _StencilWriteMask ("Stencil Write Mask", Float) = 255 | |
| _StencilReadMask ("Stencil Read Mask", Float) = 255 | |
| _CullMode ("Cull Mode", Float) = 0 | |
| _ColorMask ("Color Mask", Float) = 15 | |
| } | |
| SubShader { | |
| Tags | |
| { | |
| "Queue"="Transparent" | |
| "IgnoreProjector"="True" | |
| "RenderType"="Transparent" | |
| // Important to disable batching! Otherwise things will be offset | |
| "DisableBatching" = "True" | |
| } | |
| Stencil | |
| { | |
| Ref [_Stencil] | |
| Comp [_StencilComp] | |
| Pass [_StencilOp] | |
| ReadMask [_StencilReadMask] | |
| WriteMask [_StencilWriteMask] | |
| } | |
| Cull [_CullMode] | |
| ZWrite Off | |
| Lighting Off | |
| Fog { Mode Off } | |
| ZTest [unity_GUIZTestMode] | |
| Blend One OneMinusSrcAlpha | |
| ColorMask [_ColorMask] | |
| Pass { | |
| CGPROGRAM | |
| #pragma target 3.0 | |
| #pragma vertex VertShader | |
| #pragma fragment PixShader | |
| #pragma shader_feature __ BEVEL_ON | |
| #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER | |
| #pragma shader_feature __ GLOW_ON | |
| #pragma multi_compile __ UNITY_UI_CLIP_RECT | |
| #pragma multi_compile __ UNITY_UI_ALPHACLIP | |
| #include "UnityCG.cginc" | |
| #include "UnityUI.cginc" | |
| #include "TMPro_Properties.cginc" | |
| #include "TMPro.cginc" | |
| struct vertex_t | |
| { | |
| UNITY_VERTEX_INPUT_INSTANCE_ID | |
| float4 position : POSITION; | |
| float3 normal : NORMAL; | |
| fixed4 color : COLOR; | |
| float4 texcoord0 : TEXCOORD0; | |
| float2 texcoord1 : TEXCOORD1; | |
| }; | |
| struct pixel_t | |
| { | |
| UNITY_VERTEX_INPUT_INSTANCE_ID | |
| UNITY_VERTEX_OUTPUT_STEREO | |
| float4 position : SV_POSITION; | |
| fixed4 color : COLOR; | |
| float2 atlas : TEXCOORD0; // Atlas | |
| float4 param : TEXCOORD1; // alphaClip, scale, bias, weight | |
| float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) | |
| float3 viewDir : TEXCOORD3; | |
| #if (UNDERLAY_ON || UNDERLAY_INNER) | |
| float4 texcoord2 : TEXCOORD4; // u,v, scale, bias | |
| fixed4 underlayColor : COLOR1; | |
| #endif | |
| float4 textures : TEXCOORD5; | |
| }; | |
| // Used by Unity internally to handle Texture Tiling and Offset. | |
| float4 _FaceTex_ST; | |
| float4 _OutlineTex_ST; | |
| float _UIMaskSoftnessX; | |
| float _UIMaskSoftnessY; | |
| int _UIVertexColorAlwaysGammaSpace; | |
| pixel_t VertShader(vertex_t input) | |
| { | |
| pixel_t output; | |
| UNITY_INITIALIZE_OUTPUT(pixel_t, output); | |
| UNITY_SETUP_INSTANCE_ID(input); | |
| UNITY_TRANSFER_INSTANCE_ID(input,output); | |
| UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); | |
| float bold = step(input.texcoord0.w, 0); | |
| float4 vert = input.position; | |
| vert.x += _VertexOffsetX; | |
| vert.y += _VertexOffsetY; | |
| // Face camera: based upon: https://en.wikibooks.org/wiki/Cg_Programming/Unity/Billboards | |
| // float4 vPosition = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0)) + float4(vert.x, vert.y, vert.z, vert.w)); | |
| float scaleX = length(float4(UNITY_MATRIX_M[0].r, UNITY_MATRIX_M[1].r, UNITY_MATRIX_M[2].r, UNITY_MATRIX_M[3].r)); | |
| float scaleY = length(float4(UNITY_MATRIX_M[0].g, UNITY_MATRIX_M[1].g, UNITY_MATRIX_M[2].g, UNITY_MATRIX_M[3].g)); | |
| float4 vPosition = mul(UNITY_MATRIX_P, | |
| mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0)) | |
| + float4(vert.x, vert.y, 0.0, 0.0) | |
| * float4(scaleX, scaleY, 1.0, 1.0)); | |
| // float4 vPosition = UnityObjectToClipPos(vert); | |
| float2 pixelSize = vPosition.w; | |
| pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); | |
| float scale = rsqrt(dot(pixelSize, pixelSize)); | |
| scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1); | |
| if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); | |
| float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; | |
| weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; | |
| float bias =(.5 - weight) + (.5 / scale); | |
| float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); | |
| #if GLOW_ON | |
| alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); | |
| #endif | |
| alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; | |
| #if (UNDERLAY_ON || UNDERLAY_INNER) | |
| float4 underlayColor = _UnderlayColor; | |
| underlayColor.rgb *= underlayColor.a; | |
| float bScale = scale; | |
| bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); | |
| float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); | |
| float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; | |
| float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; | |
| float2 bOffset = float2(x, y); | |
| #endif | |
| // Generate UV for the Masking Texture | |
| float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); | |
| float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); | |
| // Support for texture tiling and offset | |
| float2 textureUV = input.texcoord1; | |
| float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); | |
| float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); | |
| if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace()) | |
| { | |
| input.color.rgb = UIGammaToLinear(input.color.rgb); | |
| } | |
| output.position = vPosition; | |
| output.color = input.color; | |
| output.atlas = input.texcoord0; | |
| output.param = float4(alphaClip, scale, bias, weight); | |
| const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY)); | |
| output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy)); | |
| output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); | |
| #if (UNDERLAY_ON || UNDERLAY_INNER) | |
| output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); | |
| output.underlayColor = underlayColor; | |
| #endif | |
| output.textures = float4(faceUV, outlineUV); | |
| return output; | |
| } | |
| fixed4 PixShader(pixel_t input) : SV_Target | |
| { | |
| UNITY_SETUP_INSTANCE_ID(input); | |
| float c = tex2D(_MainTex, input.atlas).a; | |
| #ifndef UNDERLAY_ON | |
| clip(c - input.param.x); | |
| #endif | |
| float scale = input.param.y; | |
| float bias = input.param.z; | |
| float weight = input.param.w; | |
| float sd = (bias - c) * scale; | |
| float outline = (_OutlineWidth * _ScaleRatioA) * scale; | |
| float softness = (_OutlineSoftness * _ScaleRatioA) * scale; | |
| half4 faceColor = _FaceColor; | |
| half4 outlineColor = _OutlineColor; | |
| faceColor.rgb *= input.color.rgb; | |
| faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); | |
| outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); | |
| faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); | |
| #if BEVEL_ON | |
| float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); | |
| float3 n = GetSurfaceNormal(input.atlas, weight, dxy); | |
| float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; | |
| bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); | |
| n = normalize(n- bump); | |
| float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); | |
| float3 col = GetSpecular(n, light); | |
| faceColor.rgb += col*faceColor.a; | |
| faceColor.rgb *= 1-(dot(n, light)*_Diffuse); | |
| faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); | |
| fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); | |
| faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; | |
| #endif | |
| #if UNDERLAY_ON | |
| float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; | |
| faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); | |
| #endif | |
| #if UNDERLAY_INNER | |
| float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; | |
| faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); | |
| #endif | |
| #if GLOW_ON | |
| float4 glowColor = GetGlowColor(sd, scale); | |
| faceColor.rgb += glowColor.rgb * glowColor.a; | |
| #endif | |
| // Alternative implementation to UnityGet2DClipping with support for softness. | |
| #if UNITY_UI_CLIP_RECT | |
| half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); | |
| faceColor *= m.x * m.y; | |
| #endif | |
| #if UNITY_UI_ALPHACLIP | |
| clip(faceColor.a - 0.001); | |
| #endif | |
| return faceColor * input.color.a; | |
| } | |
| ENDCG | |
| } | |
| } | |
| Fallback "TextMeshPro/Mobile/Distance Field" | |
| CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" | |
| } |
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