SH
ShinodaNaoki/isometricPixelarts
Apply depth buffer to isometric pixel-arts.
[Unity]isometricPixelarts
This project is an example of appling depth buffer to quater view style (isometric) pixel arts.
日本語解説:
https://qiita.com/Shinoda_Naoki/items/fccdc137747ea4301578
There are some unresolvable situations for isometric sprite z-ordering (see below).
I attempt to map textures onto 3D mesh with orthographic projection.
It will solve the ordering problem and enables coexists with ordinal 3d objects (such as Terrain).
How to
Prepare materials
- make textures size expand to a exponent of 2.
- set texture filter mode to
Point
- set texture Format to which not compressed.
- use Custom/SeudoSprite as a shader of material.
Prepare object (corresponds to a sprite)
- place 3D empty object.
- attach
Shedscript, Mesh Renderer, and Mesh Filter. - set material, isometric 3D pixel size, and location of the most below pixel on the texture as
Pivot.
Camera
- Reset transform and attach
QuaterViewscript. - Set view location as
Look At. - Set Distance to shift near | far planes of camera.
- Set Zoom as pixel per unit.
- note that transform of camera does not work anymore.
Coraborate with 3D mesh
it looks somewhat collapsed vertically.
You may adjust it by wrapping another empty object which Y scaled to 1.155.
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Languages
C#50.6%ShaderLab49.4%
Contributors
Apache License 2.0
Created July 10, 2019
Updated January 5, 2024