Hi all,
So I have been trying to figure out how I’m going to handle my background here. I plan on going for a parallax effect, but the code snippet I found didn’t seem to affect the object I placed it on. I think that, for the “far background”, I essentially want a stationary skybox - but when I tested with my current camera, the shake (which works with rotations, using Cinemachine’s m_AmplitudeGain) exited the borders of my attempted solution, per the video below.
I think the way I’m going to handle parallax, or at least try to, is by combining the view of a perspective camera with my ortho camera and putting the parallax on a unique layer. I suspect there will be some issues when there are y-axis camera changes but I’ll cross that bridge when I come to it. I don’t think this will resolve the issue I’m having with the background, though, as seen below.
Does anyone have any insight for me?
Video of current background/camera shake situation (no parallax, this is a small test scene with nothing to parallax)
(Also, the distortion shader is doing something weird here; you can see where it is distorting, but also the mat itself is interfering with viewing the geometry. But I think that is a question for postprocessing/shaders. However, when I tried using a sprite as the background (which didn’t look great), the sprite would get a huge chunk taken out of it as the particle expanded. So that might affect my possible approach to the camera handling.)