Sharing a more complex billboard shader in shadergraph that fixes lighting issues from our previous shader by using different calculations for billboarding, and sets custom normals
Implementing billboarding, camera position checks and forward checks to select a suitable sprite from a given tilesheet/spritesheet/spritemap. This enables us to only use quads and avoid manipulating the sprites through script, which should increase performance for scenes with plenty of background characters.
Implementing both billboarding and scrolling the tileset/tilemap of the character to update the face being displayed according to the camera's position
Make an object track the camera and always be facing it. Learning how a Billboard shader orients itself towards the camera, and how to implement this effect in Unity Shadergraph, to be used in games for vegetation and other elements (grass, pickups...)
Explaining how to create a Simple Water Shader using Shadergraph in Unity by using scrolling normal maps and the depth buffer
A guide/tutorial on how to make your model's eyes track an object by manipulating Texture offset in your shader. Improving the results from Part 1 and fixing issues.
A guide/tutorial on how to make your model's eyes track an object by manipulating Texture offset in your shader.