Billboard modes: spherical or upright cylindrical
In your harnessGodot shaderMIT
Vertex billboarding for cards with two modes: spherical (faces the camera fully, for glows and particles) or cylindrical (turns only around the world Y axis, for trees and characters that must stay upright), keeping node position and scale.

What it takes and gives
- Shader type
- spatial
- Render modes
- cull_disabled
- Parameters
- card_texture (sampler2D), tint (vec4 = 1, 1, 1, 1), mode (int = 1), alpha_cutoff (float = 0.5), shade_as_upright (bool = yes)
- Use it on
- Card textures with alpha, and quads whose origin sits at the base for cylindrical mode (the demo uses
center_offset). - Result
- Round green tree cards standing upright and turning to face the camera as it moves.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/billboard_axis_modes/
Limits. Cards rotate in the vertex stage, so frustum culling and shadows use the unrotated mesh bounds; give nodes a margin. Shadow maps render the card facing the light camera, not the main camera. Cylindrical mode degenerates when the camera is exactly above the card.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 54.7 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Spherical billboard from the inverse view rotation, Axis-locked cylindrical billboard, Alpha cut-out with bent normals
- Tags
- godot shader, spatial, billboard, impostor, vertex shader, sprites, foliage
- Identity
library.supply.creative_originals.e222b056c84a294ddfe9c5a6.473881322cee1932- Version
473881322cee19322371415dbc5e2abf92b4d325b1a9d7ec48ba86bd44085291
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