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Question by $$anonymous$$ · Mar 22, 2017 at 07:23 PM · shaderlightingshaders

Help with lighting on billboard shader

Heya everyone. So I have a shader that allows PNG sprites to billboard to the camera along the Y axis, but it doesn't receive lighting... it would be nice if someone could find a way to fix this :)

 Shader "Custom/Billboard" {
   Properties {
     _MainTex ("Texture Image", 2D) = "white" {}
     _CutOff("Alpha Cutoff", float) = 0.5
   }
   SubShader {
     Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
     LOD 200
     Lighting On
     Cull off
  
     Pass {
       CGPROGRAM
       #pragma vertex vert
       #pragma fragment frag
 
       uniform sampler2D _MainTex;
       uniform float _CutOff;
               
       struct vertexInput {
         float4 vertex : POSITION;
         float2 tex : TEXCOORD0;
       };
       struct vertexOutput {
         float4 pos : SV_POSITION;
         float2 tex : TEXCOORD0;
       };
 
       vertexOutput vert (vertexInput i) {
         vertexOutput o;
         float3 objSpaceCamPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos.xyz, 1)).xyz;
         float3 offsetDir = normalize(cross(float3(0.0f, 1.0f, 0.0f), objSpaceCamPos));
  
         o.pos.xz = i.vertex.x * offsetDir.xz;
         o.pos.yw = i.vertex.yw;
  
         o.pos = mul(UNITY_MATRIX_MVP, o.pos);
         o.tex = i.tex;
 
         return o;
       }
       float4 frag(vertexOutput input) : COLOR {
         float4 color = tex2D(_MainTex, float2(input.tex.xy));   
         if(color.a < _CutOff) discard;
         return color;
       }
       ENDCG
       }
    }
 }

Many thanks!

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