内置渲染管线

Shader "SunY/C11-Billboard"
{
    Properties
    {
        _MainTex("Main Tex", 2D) = "white"{}
        _Color("Color Tint", Color) = (1, 1, 1, 1)
        _VerticalBillboarding("Vertical, Restraints", Range(0, 1)) = 1
    }

    SubShader
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "True" }

        Pass
        {
            Tags { "LightMode" = "ForwardBase" }
            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            Cull Off

            CGPROGRAM

            #include "UnityCG.cginc"

            #pragma vertex vert
            #pragma fragment frag

            sampler2D _MainTex;
            float4 _MainTex_ST;
            fixed4 _Color;
            fixed _VerticalBillboarding;

            struct a2v
            {
                float4 vertex : POSITION;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert(a2v v)
            {
                v2f o;
                
                float3 viewer = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1)); // 转换视角方向到模型空间

                float3 center = float3(0, 0, 0); // 定义模型空间原点为旋转锚点
                float3 normalDir = viewer - center; // 得到法线方向
                normalDir.y *= _VerticalBillboarding; // 根据属性值确定Y方向是永远向上还是可变化
                normalDir = normalize(normalDir);

                float3 upDir = abs(normalDir.y) > 0.999 ? float3(0, 0, 1) : float3(0, 1, 0); // 根据法线的Y值确定向上的方向,避免法线和向上方向平行

                float3 rightDir = normalize(cross(upDir, normalDir)); // 叉积计算向右方向
                upDir = normalize(cross(normalDir, rightDir)); // 叉积计算真正的向上方向

                // 根据正交基向量计算及相对锚点的偏移量得到新顶点位置
                float3 centerOffs = v.vertex.xyz - center;
                float3 localPos = center + rightDir * centerOffs.x + upDir * centerOffs.y + normalDir * centerOffs.z;

                o.pos =  UnityObjectToClipPos(float4(localPos, 1));
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                fixed4 color = tex2D(_MainTex, i.uv);
                color.rgb *= _Color.rgb;

                return color;

            }

            ENDCG
        }
    }
    
    FallBack "Transparent/VertexLit"
}

URP渲染管线

Shader "SunY/C11-U-Billboard"
{
    Properties
    {
        _MainTex("Main Tex", 2D) = "white"{}
        _Color("Color Tint", Color) = (1, 1, 1, 1)
        _VerticalBillboarding("Vertical, Restraints", Range(0, 1)) = 1
    }

    SubShader
    {
        Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparnet" "DisableBatching" = "True" "RenderPipeline" = "UniversalPipeline" }

        Pass
        {
            Tags { "LightMode" = "UniversalForward" }

            ZWrite Off
            Blend SrcAlpha OneMinusSrcAlpha
            Cull Off

            HLSLPROGRAM

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            #pragma vertex vert
            #pragma fragment frag

            CBUFFER_START(UnityPerMaterial)
            float4 _MainTex_ST;
            half4 _Color;
            half _VerticalBillboarding;
            CBUFFER_END

            TEXTURE2D(_MainTex);
            SAMPLER(sampler_MainTex);

            struct a2v
            {
                float4 vertex : POSITION;
                float4 texcoord : TEXCOORD0;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
                float2 uv : TEXCOORD0;
            };

            v2f vert(a2v v)
            {
                v2f o;

                float3 viewer = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos, 1));

                float3 center = float3(0, 0, 0);

                float3 normalDir = viewer - center;
                normalDir.y = normalDir.y * _VerticalBillboarding;
                normalDir = normalize(normalDir);

                float3 upDir = abs(normalDir.y) > 0.999 ? float3(0, 0, 1) : float3(0, 1, 0);
                float3 rightDir = normalize(cross(upDir, normalDir));
                upDir = normalize(cross(normalDir, rightDir));

                float3 centerOffs = v.vertex.xyz - center;
                float3 localPos = center + rightDir * centerOffs.x + upDir * centerOffs.y + normalDir * centerOffs.z;

                o.pos = TransformObjectToHClip(float4(localPos, 1));
                o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

                return o;
            }

            half4 frag(v2f i) : SV_Target
            {
                half4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
                color.rgb *= _Color.rgb;

                return color;
            }

            ENDHLSL
        }
    }
}