![]() I have a ball and sometimes 2 balls on the screen moving around. It's supposed to be an asteroid screen wrap. I'm trying to use this advanced screen wrapping code I found from some game development site. r/GameAudio - It may look good, but does it sound good? r/LevelDesign - Learn to make excellent levels and worlds. r/GameDev - Meet and communicate with other game developers. r/PixelArt - Admire, share, and observe beautiful pixel art. ![]() unit圓D on 8chan - Unity-focused image board Unity 2D forums Tutorials Filter Wiki List Be familiar with Reddit's Rules, Reddiquette, and Self-Promotion Guidelines.If the content is not related to 2D/2.5D development, it may belong in /r/Unit圓D or /r/GameDev. If you want the atlasing & layering features of a SpriteRenderer we can make an alternate version of the shader, but it's likely to be more complicated than what you need.įor additional optimizations, we could even get rid of the individual tile objects entirely, and just draw one big quad for your level, using a texture to mark which tile texture should be used for each square of the grid./r/Unity2D is a subreddit for news, tutorials, feedback, resources, and conversations related to 2D or 2.5D game development using the Unity game engine. Switching to quads with MeshRenderers solves this issue. You can use the regular texture tiling & offset fields to fine-tune how many repeats you want per world unit and the alignment of the tiling.Īs you've noted in the comments above, using this on a SpriteRenderer prevents us from changing the scale & offset of the tiling using the material's texture transform parameters. (Here I've used an unlit opaque shader without fog as a base, but other effects can be incorporated in a straightforward way if you need.)Īssign this shader to a new material, drop in your texture (make sure its wrap mode is set to repeat), and apply that material to your tiles. Look up the right colour from the texture and output it. Apply the texture offset & scale parameters set in the material Inspector. We'll use these instead of the object's own texture coordinates.įloat2 worldXY = mul(_Object2World, v.vertex).xy Get the xy position of the vertex in worldspace. O.vertex = mul(UNITY_MATRIX_MVP, v.vertex) Transform the vertex into screen space. ![]() Prepare a structure to hold the output. Vertex shader transforms each vertex & preps data for interpolation. Variables to refer to the texture & transform parameters assigned in the Inspector. Structure to pass data from vertex to fragment shader. Structure for input coming from the game to the vertex shader. To do this, create a new shader something like the following: Shader "Unlit/WorldspaceTiling" (The brick texture is a free asset from Kenney) On the right are the same four quads textured in worldspace using a single material. In this example you can see conventional texture mapping on the left, using four standard quads at different scales with one material. As a helpful side effect, this also makes adjacent object tile seamlessly together (assuming an appropriate texture), so it can be used in this case too. I proposed worldspace texturing to solve an earlier question about adjusting the tiling of a texture when scaling geometry. Apparently the recommended StackExchange approach when two different questions can be solved by the same answer is to reproduce the relevant parts of the solution, along with a link.
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