Hello.
After reading the "Lights" section of
this article, a question is rised.
The article briefly says that each light mesh has a LOD that consist of a 32x32 sprite. The sprite is then shows up when player goes far away from the light mesh.
(Credits for the photos: Photos are by Adriancourreges.com)
The question is, how to put the small 32x32 images into the scene? I tried to make a mesh and put an Emissive Shader on it and then make it as a LOD level 2 so that it can pops up when the player is far away, I also added a "Transform.LookAt(MainCamera);" script to it so it always faces the main camera. But it is just doesn't work well and totally worse than what GTA V does.
Here is what I did:
(This is technically a try to recreate those yellow polygons but I think they are made in a shader and not just the way I did, apparently.)
I'd be happy if someone could just help and write some hint about how to do so for the lights LOD as same as GTA V.
Thanks in advance.
Replies
The one and only thing I need is, how would I be able to make a screen space shader that shows a texture 2D in the same screen position as the 3d mesh is in world space position (obviously I'm talking about X and Y axis). Thanks for the fast replies.
EDIT: I found Unity's default Halo effect can do what I've mainly talked about here (with some modification,though).
However, I'd be happy to use a custom shader for it instead, so I may make a custom shader for it, if possible.