Timeline for Unity shader to turn top-down view of scene into a stylized "minimap" view?
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
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| Mar 20, 2022 at 12:36 | vote | accept | Tudvari | ||
| Mar 16, 2022 at 22:36 | comment | added | Kevin | You don't need to render the whole scene twice if you're using the Culling Mask on your minimap camera. Additionally, it looks like the replacement shader would not need to consider lighting, which reduces the render complexity. | |
| Mar 16, 2022 at 16:11 | history | edited | Philipp | CC BY-SA 4.0 |
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| Mar 16, 2022 at 13:20 | history | edited | Philipp | CC BY-SA 4.0 |
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| Mar 16, 2022 at 12:05 | history | edited | Philipp | CC BY-SA 4.0 |
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| Mar 16, 2022 at 12:01 | comment | added | Philipp | @DMGregory Interesting. I didn't know about that. I guess I can still learn something new about Unity from you every day. I still don't think it's a good idea in this particular case, but I am going to mention it nevertheless. | |
| Mar 16, 2022 at 12:00 | history | edited | Philipp | CC BY-SA 4.0 |
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| Mar 16, 2022 at 11:54 | comment | added | DMGregory♦ | Unity does provide a way to re-render the scene from a different view with selected shaders replaced by other shaders, but I agree it's not exactly "straight-forward". | |
| Mar 16, 2022 at 11:44 | history | answered | Philipp | CC BY-SA 4.0 |