Dynamic Lighting with SpriteIlluminator
A normal mapped sprite consists of 2 files:
![Normal Mapped Sprite: Sprite's Texture](Assets/Demo Pictures/character-with-si-logo.png) ![Normal Mapped Sprite: Sprite's Normal Map](Assets/Demo Pictures/character-with-si-logo_n.png)
The texture itself is used for the sprite's color.
The pixels in the normal map represent a direction - the direction in which the normal vector of a given pixel is pointing. It's encoded into the color channe - this is where the strange color scheme comes from.
The normal maps were generated using SpriteIlluminator - our Normal Map Generator.
- Click at the image in the Hierarchy and set the texture type to "Texture". Make sure to tick "Alpha is transperancy" if you use a transperant texture.
- Click at the normal map in the Hierarchy and set texture type to "Normal Map". Untick "Create from grayscale".
- Create a new Material and set the Shader Type to "Transparent - Bumped Diffuse".
- Add the texture as base and the normal map as normal map.
- Create a Quad found under "3D Object" and apply the material onto the mesh renderer
- With dark ambient light the texture looks like this:
![Normal Mapped Sprite: Only Ambient Light](Assets/Demo Pictures/without lights.png)
- Select "Edit - Render Settings" and choose a color as ambient light which is used as base color for the texture.
![Normal Mapped Sprite: Only Ambient Light](Assets/Demo Pictures/with blue ambient light.png)
- Add point light to simulate the light of a single source (eg. lamp or fire)
![Normal Mapped Sprite: With Point Light](Assets/Demo Pictures/with green point light.png)
- Add directional light to simulate for example the light of the sun which is coming from the same direction in the same intensity independend of your relative position and distance.
![Normal Mapped Sprite: With Point Light and directional light](Assets/Demo Pictures/with green point light and red directional light.png)