![]() (Sprite verts always face the same way after all). To use the shaders just import the attached unity package and then set your skeleton animations material's shader to one of the 3 sprite shaders (eg Game\Sprites Unlit)įor lighting sprites it's recommended to use 'Fixed Normals' - ie a constant defined normal rather than the mesh's normals. Only Pixel lighting allows for receiving shadows(but vertex lighting and unlit modes still support casting shadows). Shadows All the shaders support casting shadows (with hard alpha clipping). Render Queue is exposed meaning you can force a particular draw order between sprites. If you use these shaders on a sprite you'll need a normal map texture in order to get the range of normals needed in rim lighting. Rim Lighting which works in both pixel and vertex lighting modes. ![]() ĭiffuse Ramping which can be used to generate cartoony lighting effectsĬolor Adjustment Adjust the Hue, Saturation and Brightness of sprites and fade to a sold color for effects like taking damage.Įmission an emission channel can be optionally used when lighting the sprite. Premultiply Alpha toggle You can also choose whether a sprite uses premultiplied alpa or vanilla alpha blending using the blend modes drop down in unity. Worth trying out both and seeing what works! If your mesh has enough verts, Vertex shadings going to look pretty much the same but depending on your games art style pixel lighting may be a better option. Because of this with Pixel lighting its recommended writing to depth and clip pixels below an alpha threshold meaning you wont get the overdraw BUT you will get hard alpha edges due to the clipping. Pixel Lighting Pixel lighting's a lot more accurate than vertex lighting but as well as being more expensive, with sprites it normally means you get loads of nasty overdraw of bits that should be hidden but are just rendered additvely on top of the sprite due to there being no depth tests. Vertex Lighting Up to 4 vertex lights per sprite are supported - including bump map approximation (the data for the 4 vertex lights is passed to the fragment shader which is then used to render with the bump map). It supports a whole load of lighting
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