So, does anyone know of some sort of way around this? I've already explored having a second, not billboarded sprite that is only rendering shadows, which works pretty well, except for the fact that the invisible shadow sprite will cast it's shadow on the main sprite. But the shadow issue absolutely kills it, in my opinion. It's already damaging enough to the illusion that the sprite is at a different angle than the 3D objects, but I've found that perspective in the spritework can help with that. Here's an example of Octopath having no issue with this:Īnd here's an example of the issue in my test environment: This really shows when a 2D object that has been billboarded is near a 3D object, since the 3D object does not have this shadow angle issue. Rotating the sprites on the X axis changes the angle of the shadow. Since I'm using 2D sprites, and I want the camera to be angled to make the ground more visible, I'm "billboarding" the sprites, so that they're always directly facing the camera. I'm working on one of those 3D environment 2D sprite projects, and I've been able to get the sprites to cast and receive shadows without any real issue.
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