Para usar BillboardRenderer, necesita Billboard Asset, puede construir Billboard Asset con C # script. Mira esta publicación .
The Billboard Asset tiene contenido como este: Billboard.asset
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!226 &22600000
BillboardAsset:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Billboard_Original
serializedVersion: 2
width: 10.350581
bottom: -0.2622106
height: 7.172371
imageTexCoords:
- {x: 0.230981, y: 0.33333302, z: 0.230981, w: -0.33333302}
- {x: 0.230981, y: 0.66666603, z: 0.230981, w: -0.33333302}
- {x: 0.33333302, y: 0, z: 0.33333302, w: 0.23098099}
- {x: 0.564314, y: 0.23098099, z: 0.23098099, w: -0.33333302}
- {x: 0.564314, y: 0.564314, z: 0.23098099, w: -0.33333403}
- {x: 0.66666603, y: 0, z: 0.33333302, w: 0.23098099}
- {x: 0.89764804, y: 0.23098099, z: 0.230982, w: -0.33333302}
- {x: 0.89764804, y: 0.564314, z: 0.230982, w: -0.33333403}
vertices:
- {x: 0.47093, y: 0.020348798}
- {x: 0.037790697, y: 0.498547}
- {x: 0.037790697, y: 0.976744}
- {x: 0.52906996, y: 0.020348798}
- {x: 0.95930207, y: 0.498547}
- {x: 0.95930207, y: 0.976744}
indices: 040003000000010004000000050004000100020005000100
material: {fileID: 2100000, guid: 6e680dda9368db5418f19388474277a2, type: 2}
Aquí está el código C # que se utilizó para generar el archivo anterior
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class BillboardBaker : MonoBehaviour
{
#if UNITY_EDITOR
public BillboardAsset m_outputFile;
public Material m_material;
[ContextMenu("Bake Billboard")]
void BakeBillboard()
{
BillboardAsset billboard = new BillboardAsset();
billboard.material = m_material;
Vector4[] texCoords = new Vector4[8];
ushort[] indices = new ushort[12];
Vector2[] vertices = new Vector2[6];
texCoords[0].Set(0.230981f, 0.33333302f, 0.230981f, -0.33333302f);
texCoords[1].Set(0.230981f, 0.66666603f, 0.230981f,-0.33333302f);
texCoords[2].Set(0.33333302f, 0.0f, 0.33333302f,0.23098099f);
texCoords[3].Set(0.564314f, 0.23098099f, 0.23098099f,-0.33333302f);
texCoords[4].Set(0.564314f, 0.564314f, 0.23098099f,-0.33333403f);
texCoords[5].Set(0.66666603f, 0.0f, 0.33333302f,0.23098099f);
texCoords[6].Set(0.89764804f, 0.23098099f, 0.230982f,-0.33333302f);
texCoords[7].Set(0.89764804f, 0.564314f, 0.230982f,-0.33333403f);
indices[0] = 4;
indices[1] = 3;
indices[2] = 0;
indices[3] = 1;
indices[4] = 4;
indices[5] = 0;
indices[6] = 5;
indices[7] = 4;
indices[8] = 1;
indices[9] = 2;
indices[10] = 5;
indices[11] = 1;
vertices[0].Set(0.47093f, 0.020348798f);
vertices[1].Set(0.037790697f, 0.498547f);
vertices[2].Set(0.037790697f, 0.976744f);
vertices[3].Set(0.52906996f, 0.020348798f);
vertices[4].Set(0.95930207f, 0.498547f);
vertices[5].Set(0.95930207f, 0.976744f);
billboard.SetImageTexCoords(texCoords);
billboard.SetIndices(indices);
billboard.SetVertices(vertices);
billboard.width = 10.35058f;
billboard.height = 7.172371f;
billboard.bottom = -0.2622106f;
if (m_outputFile != null)
{
EditorUtility.CopySerialized(billboard, m_outputFile);
}
else
{
string path;
path = AssetDatabase.GetAssetPath(m_material) + ".asset";
AssetDatabase.CreateAsset(billboard, path);
}
}
#endif
}
Para obtener más detalles, consulte la publicación que di al comienzo de la respuesta.