This tutorial introduces **billboards**.

It is based on Section “Textured Spheres” and the discussion in Section “Vertex Transformations”.

### BillboardsEdit

In computer graphics, billboards are textured rectangles that are transformed such that they always appear parallel to the view plane. Thus, they are similar to billboards along highways in that they are rotated for best visibility. However, they are different from highway billboards since they are dynamically rotated to always offer best visibility.

The main use of billboards is to replace complex three-dimensional models (e.g. grass, bushes, or even trees) by two-dimensional images. In fact, Unity also uses billboards to render grass. Moreover, billboards are often used to render two-dimensional sprites. In both applications, it is crucial that the billboard is always aligned parallel to the view plane in order to keep up the illusion of a three-dimensional shape although only a two-dimensional image is rendered.

### Vertex Transformation for BillboardsEdit

Similarly to Section “Skyboxes”, we can use the default cube object to render a billboard. However, the following shader will also work with the default plane. The basic idea is to transform only the origin of the object space to view space with the standard model-view transformation `UNITY_MATRIX_MV`

. (In homogeneous coordinates all points have a 1 as fourth coordinate; see the discussion in Section “Vertex Transformations”.) View space is just a rotated version of world space with the plane parallel to the view plane as discussed in Section “Vertex Transformations”. Thus, this is the correct space to construct an appropriately rotated billboard. We subtract the and object coordinates (`vertex.x`

and `vertex.z`

) from the transformed origin in view coordinates and then transform the result with the projection matrix `UNITY_MATRIX_P`

:

```
output.pos = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
- float4(input.vertex.x, input.vertex.z, 0.0, 0.0));
```

Apart from this, we only have to set texture coordinates, which is done the same way as in Section “Screen Overlays”:

```
output.tex = input.tex;
```

Then the fragment shader just looks up the color at the interpolated texture coordinates.

### Complete Shader CodeEdit

The complete shader code for the standard cube object is now:

```
Shader "Cg shader for billboards" {
Properties {
_MainTex ("Texture Image", 2D) = "white" {}
}
SubShader {
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// User-specified uniforms
uniform sampler2D _MainTex;
struct vertexInput {
float4 vertex : POSITION;
float4 tex : TEXCOORD0;
};
struct vertexOutput {
float4 pos : SV_POSITION;
float4 tex : TEXCOORD0;
};
vertexOutput vert(vertexInput input)
{
vertexOutput output;
output.pos = mul(UNITY_MATRIX_P,
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
- float4(input.vertex.x, input.vertex.z, 0.0, 0.0));
output.tex = input.tex;
return output;
}
float4 frag(vertexOutput input) : COLOR
{
return tex2D(_MainTex, float2(input.tex.xy));
}
ENDCG
}
}
}
```

Note that we never apply the model matrix to the object coordinates because we don't want to rotate them. However, this means that we also cannot scale them. Nonetheless, if you specify scale factors for the cube in Unity, you will notice that the billboard is actually scaled. The reason is that Unity performs the scaling on the object coordinates before they are sent to the vertex shader (unless all three scale factors are positive and equal, then the scaling is specified by `1.0 / unity_Scale.w`

). Thus, in order to scale the billboard you can either use the scaling by Unity (with different scale factors for and ) or you can introduce additional shader properties for scaling the object coordinates in the vertex shader.

### SummaryEdit

Congratulations, you made it to the end of this tutorial. We have seen:

- How to transform and texture a cube in order to render a view-aligned billboard.

### Further ReadingEdit

If you still want to learn more

- about object space, world space, view space, the model view matrix and the projection matrix, you should read the description in Section “Vertex Transformations”.
- about texturing, you should read Section “Textured Spheres”.