Hello, I'm working on a game that combines a 3D world with 2D billboard sprites, a little bit like the original Doom games. I've created a custom ShaderGraph that lets you still use spritesheets and the SpriteRenderer component, but the sprites also receive lighting. It's very straightforward so far. However, I've noticed that if a sprite faces you using its forward, the sprite is actually flipped backwards. I'd like to simply go inside the ShaderGraph, grab the UVs, then use a One Minus node on the X to flip the sprites so that they face the correct way by default. However, doing this seems to cause the sprite animations to crop weirdly and play the animations in an incorrect order. Is there a way to:
A.) Hook into the SpriteRenderer's FlipX and FlipY properties?
B.) Change up the ShaderGraph so that it fixes the cropping and animation order issues?
It's worth noting that my sprite sheets have evenly sized and spaced cells.
Any advice would be hugely appreciated! 🙂