让模型的Z方向一直朝向相机 ,不能缩放
o.pos = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0)) + float4(v.vertex.x, v.vertex.y, 0.0, 0.0));
另一种:可以旋转和缩放
v2f vert (appdata v)
{
v2f o;
// 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);
o.vertex = mul(UNITY_MATRIX_P, viewPos);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}