I’m creating a 2.5d game, and I wanted to program a parallax background by using an Unlit shader graph, and putting the material on a plane that’s behind all the objects.
However, now my transparent objects that use a Lit shader graph aren’t getting affected by the lights in the scene when in front of the Unlit background.
This only happens with orthographic camera.
Why does this happen, and how do I fix it?
Update: Looks like setting the orthographic camera’s background type to color is enough to prevent transparent objects from getting lit.
HDRP isn’t officially supported in orthographic mode, so visual glitches in lighting shadows and transparencies are expected.
However, if your project could work with a physical camera at a focal length set to 500-1000, you may be able to make the 2.5D idea work.
Balance draw distances may be an issue as well.
You may also be able to use some raytraced solutions too.