Hi all,
so a little bit of info on what we’re doing, basically we’re working on a classical survival horror game with static camera angle and pre-rendered backgrounds (think RE 0/1/2/3/REmake) - here’s our blenderartist thread
So i looked for some references on how to setup a pre-rendered scene in Unity, and found this nice tutorial
Basically there’s two cameras, one that renders all the 3d interactive objects in the scene (the player, zombies etc) and another for the background, the background material uses a custom shader that does some stuff with a depth map. Here’s a video to demonstrate
Since I’m no shader/graphics guru, I have zero clue on how to implement shadows; both shadows being cast from the player to the environment, and vice versa.
I’ve been lurking around reading here and there, there are a few terms that I think some of them “could” be related to the problem: Shadow maps, alpha maps, depth maps, shaders, replacement shaders, depth buffer, projection matrix, camera render texture.
I don’t know if my idea is applicable or not, but I thought well the shadows are already there being cast into the collision geometry but since the geometry is not rendered the shadows are not there, so I thought is it possible to map those shadows to the background? … or maybe write a custom shader attached to the collision geometry which makes it completely transparent but still receive shadows…
I’m not sure what the right technique is, so any point to the right direction is greatly appreciated. What do I need to do? what techniques/methods/technology I need to learn to be able to pull this off? (I’m willing to learn anything - currently learning shader programming)
Note:
1- I’m using Unity pro and our target platform is standalone
2- RE 1/2/3 used a blob projector for shadows, while REmake and RE 0 had beautiful lighting and what seemed to be real-time shadows, no idea how they did it though, but at least we know it’s doable…
Thanks!