/ImposterSyndrome_PrerenderedSystem

This is a framework for prerendered graphics in Unity. (WIP)

Primary LanguageC#MIT LicenseMIT

ImposterSyndrome_PrerenderedSystem

This is a framework for prerendered graphics in Unity. (WIP) This guide is a work in progress, however it will be greatly expanded in future. All the prerendered backgrounds are rendered in Autodesk Maya. I have been working on this system since December 2018, it has been a long journey but it is finally time to share it with the world.

Credits:

Athos Kele (sharp accent) For most if not all of the coding style, without his tutorials and frameworks this would not be possible.

  • Scriptable Object Library

  • Behaviour Editor

Florian Mehm (SpookyFM) For the depth shaders in the below repository.

  • DepthCompositing.

Project Requirements:

  • Place everything into your assets folder.

  • Has issues with antialiasing, turn antialiasing off. "Go to Projects Settings/Quality/" to tweak settings, (img1).

  • No changes to Projects Settings/Input/ have taken place.

Description:

There are two systems present in this project.

  • Classic System (An old school resident evil 1-3 / final fantasy 7-9 system for prerendered perspective backgrounds). Contains two prefabs, an action hook that turns on the classic system in the scene, and a prefab that uses OnEnterTrigger() to switch the camera. Primitive player controller, requires rigidbody for view switching.

  • IsometricOrtho System (An old school Baldur's gate/Infinity Engine style system for prerendered orthographic backgrounds). Contains one prefab, and action hook that turns on the isometric system in the scene. This IsometricOrtho mode works but is still a work in progress. Contains several operations for the camera including: Panning, Zooming, Click to Move, Follow click to move "press (f) to toggle on or off".

Roadmap:

  • Video and written tutorials.

  • The system uses Maya as the main application for creating the prerendered backgrounds, some other applications will be explored.

  • Scaled Ortho Textures (In the IsometricOrtho mode the orthographic camera size scales based on screen width, this is not always ideal).

  • Shader Development, realtime prerendered lighting. (Probably the last thing that will happen).