#Sprite ShaderGraph
1 messages · Page 1 of 1 (latest)
I don’t think so.. I’m creating this thread so we don’t get lost in the middle of other conversations 😅
I’ve read something about using marching squares to create the mesh with the same shape as the texture
I don't think you need to go that far. Try using the alpha clipping property
Try setting the shader to opaque in shader setting and only using the alpha clipping.
How strange? Seem normal to me.
When I rotate the camera there's an angle it is gone
The shadow?
yes
Take a screenshot
I'm billboarding the mesh/renderer
You mean when the quad is perpendicular to the light direction?
How is the quad rotated here? Enable gizmos so that we can see...
There's nothing you can do about the shadows disappearing when the quad is perpendicular to the light direction. It's basically a sheet of paper. If you place a sheet of paper perpendicular to the light direction in real life you wouldn't see any shadows either.🤷♂️
gotta go back to work now, lunch time we debug that
yeah, thats true
is there any way i can create a directional light that would only affect those meshes sprites and would rotate with my camera?
Sure. lights have a layer mask property that defines what layers they affect. And you can parent it to your camera so that it moves with it.