I'm trying to duplicate a sprite in its SpriteRender's shader to make it look like it has some depth in 3D. I can achieve this by duplicating the GameObject and offsetting the Z position, but since I have hundreds of objects, I thought it would be more optimized if was made in a shader.
I'm using Built in pipeline with Amplify Shader.
#Duplicate sprite in shader to give it depth
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What exactly does duplicating achieve here? Is this shadow related?
It's to make the sprite look more 3D
If you want more geometry I'd just make a custom 3D mesh in that case
but I'd try out the duplication idea before digging too much in optimization as the dynamic batcher does pretty well considering
Here in an example
The left grid is multiple sprite duplicated, the right one is one sprite
The left could just be a texture
You mean painting the texture as it's 3D?
Yeah that's an idea, otherwise you can always throw in 3D models into your game even if it is 2D
If you paint the shadows in the texture it's gonna look wrong when the camera moves
3D models works but it's more complicated, the idea is to give a bit of depth without having to make models for everything
It's like extruding the mesh and adding a little offset
I think
You've got parallax mapping and other types of texturing maps but not entirely sure how large of a workflow that would become
Basically you can do a lot of magic with normal maps
I dont think it's gonna look as good honestly
You should be using a mesh and duplicate the geometry within the mesh
The geometry doesn't matter for performance as much as the number of meshes and draw calls, more precisely
If you have to use 2D components, maybe having them on a tilemap renderer and duplicating that wins some performance as they're both rendered in one batch, but it might not be worth it to use sprites at all
I'm not sure what all the BiRP relevant technical details are but sprites don't tend to play nice with 3D lighting and probably not batching either
Two triangles per surface is a minimal cost to worry about