![]() It requires a SpriteRenderer and takes a RigidBody2D as a target. This script is can be attached to a sprite to make it scroll horizontally. I had been working on a platformer recently and made a script for myself. As we only use it for transforming a vector – not a position – we can suffice with a 3×3 matrix.Scrolling backgrounds is quite a necessity in 2D Platformer/Sidescroller/Shooter games. We can create an object-to-tangent space transformation matrix in the vertex program, using the raw vertex tangent and normal vectors from the mesh data. ![]() Hardware that doesn't support this is generally not very powerful, so you wouldn't want to use parallax mapping anyway. As we're targeting model 3, we can use TEXCOORD8. Below that, we're limited to only eight general-purpose high-precision interpolators. _ParallaxMap ("Parallax", 2D) = "black" Do we have room for a ninth interpolator? Because parallax effects are rather strong, we'll set its range to 0–0.1. Just like for occlusion, we'll also give it a strength parameter to scale the effect. To be able to use the parallax map, we have to add a property for it to My First Lighting Shader. ![]() Make sure to disable sRGB (Color Texture) when importing it, so the data doesn't get messed up when using linear rendering. Because we'll use this map to create a parallax effect, it's often known as a parallax map instead of a height map. It is grayscale, with black representing the lowest points and white representing the highest points. With that, we might be able to create fake parallax, like we create fake slopes. Normal maps don't contain this information. To get a true sense of depth, we first need to determine how much depth there should be. So normal maps only work for small variations that wouldn't exhibit obvious parallax. The lighting suggests steep slopes, while the parallax tells us it's flat. Also, when the normal map becomes too strong it will just look weird. We could increase the strength of the normal map, but this doesn't change the parallax. The parallax that we see is that of a flat surface. Were the elevation differences large, the relative visual position of surface features should change a lot due to parallax, but they don't. This becomes evident when observing the quad from a shallow view angle. However, the elevation differences appear small. Adding a normal map makes it look as if it has an irregular surface. Without the normal map, the quad is obviously flat. Create a new scene with a single quad, rotated (90, 0, 0) so it lies flat, and give it the material. Import these textures, then create a material that uses them and My First Lighting Shader. Test Sceneīelow is an albedo map and normal map that suggest many elevation differences. This limits the illusion of depth that we can add via normal maps. Thus, this effect does not exhibit parallax. This affects the lighting, but not the actual shape of the surface. We also use normal maps to add the illusion of surface irregularities to smooth triangles. We already account for perspective when rendering, at least when using a camera in perspective mode. Nearby things appear large and move by quickly, while the distant background appears small and moves slower. It is most obvious when looking sideways when traveling at a high speed. This visual phenomenon is known as parallax. Parallax Mappingĭue to perspective, the observed relative position of things that we see changes when we adjust our point of view. ![]() This tutorial was made with Unity 2017.1.0f3. In this installment we'll add the final part of the standard shader that we so far didn't support, which is parallax mapping. The previous part covered GPU instancing. This is part 20 of a tutorial series about rendering.
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