两种方法 一种是脚本 一种是shader
https://blog.csdn.net/WPAPA/article/details/78409011
脚本
transform.forward = -Camera.main.transform.forward;
shader
float4x4 m = UNITY_MATRIX_V;
float4 pos = mul(m, float4(v.vertex.xyz, 0));
unity一些矩阵的含义
//rotation(make grass LookAt() camera just like a billboard)
//=========================================
float3 cameraTransformRightWS = UNITY_MATRIX_V[0].xyz;//UNITY_MATRIX_V[0].xyz == world space camera Right unit vector
float3 cameraTransformUpWS = UNITY_MATRIX_V[1].xyz;//UNITY_MATRIX_V[1].xyz == world space camera Up unit vector
float3 cameraTransformForwardWS = -UNITY_MATRIX_V[2].xyz;//UNITY_MATRIX_V[2].xyz == -1 * world space camera Forward unit vector