The examples below show the effect of either option: Left: With Visible Inside Mask enabled. Select either Visible Inside Mask or Visible Outside Mask from the Mask Interaction drop-down menu. Mask Interaction controls how the Sprite Shape Renderer interacts with Sprite Masks. Refer to Materials, Shaders & Textures for more information on these settings. To do this, click the small circle next to the Material field to bring up the Object Picker window, and select the ‘Default-Diffuse’ Material. To make the Sprite react to lighting, assign the Material ‘Default - Diffuse’ instead. Scene lighting does not affect this default Sprite Shape. The default Material for a new Sprite Shape is ‘Sprites - Default’. Use a Material’s Material and Shader settings to control how Unity renders Fill and Edge geometries. Right: The Sprite with its RGB colors set to red. To change a Sprite Shape’s opacity, change the value of the Alpha (A) channel, where lower values make the Sprite appear more transparent and higher values make the Sprite appear more opaque. The examples below show what happens when you change the RGB values on the Sprite Shape Renderer’s Color setting. Lower numbered Sprite Shapes are rendered first, with higher numbered Sprite Shapes overlapping those below. Set the render priority of the Sprite Shape within its Sorting Layer. Select an existing Sorting Layer from the drop-down box, or create a new Sorting Layer. By default, the main camera in Unity renders its view to the screen. Set the Sorting Layer of the Sprite Shape geometry, which controls its priority during rendering The process of drawing graphics to the screen (or to a render texture). The Sprite Mask hides the sections of the Sprite Shape it overlays. The Sprite Shape is visible outside of the Sprite Mask, but not inside it. The Sprite Shape is visible where the Sprite Mask overlays it, but not outside of it. The Sprite Shape Renderer does not interact with any Sprite Masks in the Scene. See examples of the different options in the Mask Interaction section below. More info See in Glossary behaves when it interacts with a Sprite Mask A texture which defines which areas of an underlying image to reveal or hide. Set how the Sprite Renderer A component that lets you display images as Sprites for use in both 2D and 3D scenes. See the Color section below this table for examples. More info See in Glossary Shape geometry, which tints or recolors the Sprite Shape. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. Properties Sprite Shape Renderer property settings Propertyĭefine the vertex color of the Sprite A 2D graphic objects. Its inputs are derived from the Sprite Shape Profile. More info See in Glossary for both 2D and 3D projects. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. The Sprite Shape Renderer component renders the geometry that Unity generates along a Spline and controls how it visually appears in a Scene A Scene contains the environments and menus of your game.
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