I am new to Unity, and am attempting to start making a game that involves throwing glowing paint (like Predator blood) on walls.
I am planning on going about this by using ray-casting to determine what surface the paint is "thrown" onto, and then applying a medium size splatter texture onto the surface of contact (no dynamic liquid splatter physics planned yet).
I am still learning about material properties, and I was wondering how to make the paint decal seem like it was glowing.
If I don't need the paint's glow to cast any shadows, is adding an emissive property to the paint material the best way to do this?
If I do want the paint's glow to cast shadows, would spawning a light underneath the paint material be the best approach?
If I want the paint's glow to fade out over 5 seconds, and then have the paint instance to delete itself from the environment after that 5 seconds, is the decal still an appropriate way of adding paint to the world?
Thanks in advance!