4/13/2024 0 Comments After effects infinite drop shadow![]() ![]() We know this is yet another highly requested feature and it's something we would really like to push for. And there has been good progress on this.Īs for soft shadows, as far as I'm aware, this is still in R&D. Regarding shadows in general, the team has been dedicating efforts to support the highly requested interoperability across the different 2D areas such as Tilemaps, Sprite Shapes, Animated Sprites, Colliders etc. The sample also includes a Bloom post-process to extend the glow beyond the pixels of the Sprite. The Light Textures generated by the 2D Renderer are sampled and modulated by an Emissive mask Secondary Texture on the Sprite. We've put together a neat sample here in 2D Renderer samples (updated for 2021.2) to demonstrate exactly how that works. ![]() Regarding Emissive, good news is that it's already possible now using the 2D Light Texture Node in Shader Graph. Thank you all for checking back and apologises for the delayed response. Shadow stuff like soft edges and so forth will be amazing. I for one love the shadow caster system of URP, but the whole system feels quite."beta" still, which is why I'll personally be happy with any additions you can make to it. I had a flashlight with the old light system, where I managed to script the light "template" that hits the ground (the end of the beam) to change shape and size based on how far I was aiming it, but it has turned out to be rather difficult (at least for me with my absolute beginner knowledge) to reproduce with URP, so I've just given my player character a torch instead.Īnyways, yeah. You know, a flashlight beam that dynamically changes size, shape and intensity based on how far you're aiming it, and if it hits a shadow caster, then behaves like a flashlight beam would. It is slightly difficult with the URP lights. I believe these would all be beneficial things regardless of the view model (top-down, isometric, side.)Īs an aside, would be amazing if it would be a bit easier to create a proper flashlight - personally for a top-down game, but in any view really. Although, to be fair, I suppose this could be scripted. Then, optimally, we'd want the shadow length to be dynamic, based on the distance of the light source. ![]() So the shadow could start at intensity X, then fall off to intensity Y across its length. ![]() This would then also require the shadow to fade out softly, preferably with a slider. Soft shadow edges would be great, but then also shadow length if I have, for example, a chair in the scene, I don't want its shadow to be infinite in length, which it seems to be currently. But, they really should also blend into the same larger composite shadow then, if at all possible, so there's no weird overlaps. This would also allow us to have windows and other transparent objects cast transparent shadows. Being able to control shadow opacity (intensity) on the shadow caster instead of it being on the light (thus affecting all the shadows) would be amazing. I'm making a fully top-down game currently (not isometric), so in the vein of Into the Eagle's Nest, Alien Breed and so forth, where I need indoor areas to be pitch black, which means having opaque shadows for tilemap walls and so on, but then I'd rather not have all shadows be 100% opaque - for example, enemy shadows could be transparent. I don't see many game engines having this feature. It's not a need but as a consumer, I would pay $100 for such an Asset. It's low priority IMO, but it's incredibly impactful. I can rely on a paid soft-shadows Unity asset until URP adds 2D soft-shadow to their inbuilt shadow/lighting.Īlthough the bending shadow is a "want", it could also be used to simulate different "floor" heights, e.g. The custom post processing was the only issue, as I need to have my own effects in (Custom Render Passes is good but it doesn't fully solve it). I only just found out about the roadmap page where users can vote which feature is more important. I voted on the link and marked as CRITICAL. It looks great so far, and the highest priority feature (higher priority than soft-shadow) in my opinion is: I tried out URP for several hours to see how it'd work in my game. ![]()
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