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Shader created using shadergraph which implements billboarding and sprite selection from a spritemap according to the position of the camera and its angle

Home Page: https://www.noveltech.dev/sprite-change-camera-direction/

License: MIT License

unity unity3d unity2d shaders shader shadergraph sprites spritesheet sprite-animation universal-render-pipeline

directionalspriteshader's Introduction

Hi there ๐Ÿ‘‹

I'm Will, a smart contracts developer for Web3 with experience in CosmWasm and Solidity.

Currently exploring a few domains:

  • AI generation (Parsing VGM files, BPE Tokenizer for music generation)
  • Smart contracts development (Trying my hand at Solidity smart contracts in Rust with my Oxyde project)
  • Game development and procedural generation

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directionalspriteshader's Issues

Correctly using shader

Using the 'Converting the Object-Space forward to World-Space' results in only 3 sides of the spite being viewed.
I am wondering where does Normalize connect too? Thanks!

Lock billboards horizontally

Something that I've been looking to do is to lock sprites to a horizontal axis.
At the moment, if the camera gets above or below the sprite they'll lean to accommodate this.

This is fine for floating camera type games but doesn't look believable for some sprites, such as trees or fences, as well as first-person or virtual reality titles.
Is it possible to lock individual axis, so that this can be prevented?

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