UnityShader 總是朝着攝像機的幀動畫 Billboard

// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Achonor/Billboard"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
		_RowAmount ("Row Amount", Float) = 4
		_ColumnAmount ("Column Amount", Float) = 4
		_AnimSpeed ("Anim Speed", Range(10, 100)) = 30
	}
	SubShader
	{
		Tags { 
			"Queue" = "Transparent"
			"RenderType"="Transparent"
			"IgnoreProjector" = "True"
		}
		Pass
		{
			Cull Off
			ZWrite Off
			Blend SrcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			
			#include "UnityCG.cginc"

			struct a2v
			{
				float4 vertex : POSITION;
				float2 texcoord : TEXCOORD0;
			};

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

			sampler2D _MainTex;
			float4 _MainTex_ST;
			float _RowAmount;
			float _ColumnAmount;
			float _AnimSpeed;

			
			v2f vert (a2v v)
			{
				v2f o;
				float3 center = float3(0, 0, 0);
				//模型空間下的攝像機座標
				float4 cameraObjPos = mul(unity_WorldToObject, float4(_WorldSpaceCameraPos.xyz, 1));
				//新的法線
				fixed3 objNormal = normalize(cameraObjPos.xyz - center);
				//防止法線和y模型空間Y軸重疊
				fixed3 upDir = 0.999 < objNormal.y ? fixed3(0, 0, 1) : fixed3(0, 1, 0);
				//新模型空間的X軸
				fixed3 rightDir = normalize(cross(objNormal, upDir));
				//新模型空間的Y軸
				upDir = normalize(cross(objNormal, rightDir));
				// 新模型空間到原模型空間的轉換矩陣的轉置矩陣
				fixed3x3 toObjMatrix = {
					rightDir,
					upDir,
					objNormal
				};
				//新模型空間下的點在原模型空間的位置 因爲是轉置矩陣 所以要左乘
				float3 newVertex = center + mul(v.vertex, toObjMatrix);
				o.pos = UnityObjectToClipPos(newVertex);

				float time = floor(_AnimSpeed * _Time.y);
				float row = floor(time / _ColumnAmount);
				float column = time - _ColumnAmount * row;
				o.uv.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
				o.uv.x =  o.uv.x / _ColumnAmount;
				o.uv.y =  o.uv.y / _RowAmount;
				o.uv.x += (column / _ColumnAmount);
				o.uv.y += (1 - row / _RowAmount);
				return o;
			}
			
			fixed4 frag (v2f o) : SV_Target
			{
				return tex2D(_MainTex, o.uv.xy).rgba;
			}
			ENDCG
		}
	}
}

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