![]() Generally, this shader is on the more expensive rendering side. The lighting depends only on this angle, and does not change as the camera moves or rotates around. The lighting on the surface decreases as the angle between it and the light decreases. Diffuse Propertiesĭiffuse computes a simple (Lambertian) lighting model. For this reason, it is recommended that you use gradual Height Map transitions or keep the Height slider toward the shallow end. Adjusting the Height value in the Inspector can also cause the object to become distorted in an odd, unrealistic way. Specifically, very steep height transitions in the Height Map should be avoided. The Parallax mapping technique is pretty simple, so it can have artifacts and unusual effects. This is most often used in bricks/stones to better display the cracks between them. In the alpha, black is zero depth and white is full depth. The Height Map is contained in the alpha channel of the Normal map. The extra depth effect is achieved through the use of a Height Map. Parallax Normal mapped is the same as regular Normal mapped, but with a better simulation of “depth”. Unity 5 introduced the Standard Shader which replaces this shader. However, if the objects are not being destroyed you have a different problem.Note. In sum, they way your are doing it isn't necessarily a drag on your system, and I think you'd have to work pretty hard to come up with a method of handling it that is any better. However if culling is not turned on in your camera - I'm not sure - but I think, if culling is on the system is calculating isVisible every frame anyway. That could be more efficient than isVisible. You'd calculate the time required up front, and then count down every frame until you hit zero, at which time you know it's out of view. Here is one idea: if you know how big the object is in a given layer, and you know the speed it moves, you could predict the amount of time it will take to be out of view. What do you mean by "endless row"?Īs for efficiency, others may have better ideas, but I think you will find any other method is probably not much of a gain over what you are doing now. If you are the destroying the object when it is out of view, at any given time the most you should have are two objects for each parallax layer. Instantiate(gameObject, new Vector3( + width,, ), transform.rotation) Transform.position = new Vector3(startPos+dist*(1-paralla圎ffect),, ) I was wondering if anyone could give me some tips on what to do. This works in game but feels very inefficient and creates an endless row of layers while in the editor. ![]() Currently my "solution" is having the game check every update if a layer is on screen, if not, delete it and spawn a new one. Problem is, I'm having trouble making them loop back around. I'm trying to create an infinitely scrolling background which scrolls different layers of the background at different speeds. Hey, I'm working on a 2D side scrolling shoot em up at the moment and have run into a problem. ![]() Reddit Logo created by /u/big-ish from /r/redditlogos! Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. ![]() Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! A User Showcase of the Unity Game Engine.
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