Unity, 2D, Hiding light sources outside of field of view - unity3d

I'm playing with light 2D in unity and struggling to achieve proper lighting. I want to create a top down shooter with rendering only field of view of a playable character. I have two light sources in that scene: That yellow rectangle with eyes and a second one on the left in the shadow. My goal is to hide any object which is not in a field of view of that yellow character - even light sources, but to keep the light that's visible, like additional shadow effect, light effects and so on. Second screen is edited in paint to show what I'm aiming for. Do you know how to achieve that effect?
Actual result
Desired result

Leaving an answer because I cannot yet leave a comment. One way I can imagine doing this is by using a 2D line renderer instead of casting shadow from your Yellow Light source. Make the line thick and black and it's placement is defined such that the starting point would be the object (wall, obstacle etc.) and the line will go in opposite direction to some feasible extent of where the Yellow Light source is.

Related

Using shader graphs to add an outline to a sprite of a tank. Despite following tutorials, the outline distorts the sprite

I'm trying to add a black outline surrounding a sprite I have for a tank.
I've tried following every tutorial I could find on 2d outlines for sprites, however almost all of them were done using a previous unity version (I'm using 2021.1.3f1) and don't seem to have any of the problems I've been having.
After using Alpha subtraction on an offset copy of the sample texture (and multiplying by a color) I then try to add it back to the original sample texture. That's when things go wrong, no matter what I've tried it keeps either chopping off the right side of the sprite (I was trying to add the left outline first), or making the right side of the sprite the opposite color of what I'm putting on the left.
What I mean by "cutting off the right", those treads should be the same thickness on the right as on the left, it's like adding the outline to one side trimmed the other.
If it matters, the sprite is a PNG I got from Kenney and then modified in Krita.
For whatever reason, changing the color of the outline seems to also change how much is getting trimmed.
I've been banging my head against this for four hours now, any ideas or suggestions are greatly appreciated.
Update: After following One Full Time Equivalent's suggestion below I do get an outline surrounding the entire sprite, but now it's distorting the colors at the edges of the sprite as seen here:
After replacing Add with Blend
After your subtraction node, put in an Absolute node, otherwise you will subtract the right edge in the alpha channel (this is exactly what you observe right now). Always be aware that you can only see half the color space and negative channels can be tricky to deal with.

Unity - Guidelines for color isolation effect

I would like to highlight two objects in Unity so that they stand out. But instead of actually highlighting them, which I already know how to do, I would instead like to have some kind of color isolation effect, like the one we can see in the picture below :
However, I really have no idea about how I could acheive this !
Could I use some post processing effects to remove the saturation, expect for a set of objects ?
Should I instead desaturate all the materials of all the objects in the scene and also desaturate the sun color ?
Should I apply to all the other objects in the scene a shader that only renders grayscale colors ?
Could you point me into the right direction ? Thank you.
One approach would be:
- Add a desaturate post process to your main camera and set its culling mask to everything(but turn off the effect)
- Create a second camera, make it a child of the first one (so it keeps the same rotation and position) and set its culling mask to something else (a layer where you will place your highlighted objects)
- When an object needs to be highlighted, add it to the highlights layer and desaturate the main camera. The object will stay colored because it is rendered by the camera that does not have the desaturation effect.
You'll have to play with the "Clear Flags" option of both cameras to get this to work correctly
Still using LWRP Post Processing stack, but I'd add a Color Grading effect and use that to 'tune' your unwanted colours to grey.

What is this default gray circle

I apologize in advance for such a basic question. I haven't been able to find anything online referring to this. I'm probably just not using the right search terms, but I don't know what this is called.
This is zoomed out showing my model which is a large building, and what appears to be a default sort of terrain or horizon. I can't interact with it. What is it and how do I get rid of it?
This view is a little closer and the scene has a sky box applied
This view is much closer at an angle showing the skybox. You can see the gray circle cutting the skybox off at the horizon.
This might be the far clipping plane of the camera coming into effect.
Clipping planes are two (near and far) planes from the camera's origin, away. Anything near than the near is culled, anything further than the far is culled.
If you're using a very wide angle camera, you might get this sort of round clipping effect on a far plane.
Try setting the far plane's value to a much higher number, to see if that helps/solves the problem.
Select your Main Camera in the Hierarchy, and adjust the Clipping plane values in the Inspector, about half way down... here...

Unity3D - Make texture edges not stretch

I've been searching around for this one for a bit, and unfortunately I can't seem to find any good, consistent results. So, in the Unity UI system, buttons can stretch without becoming pixelated or distorted. This is because the texture is split up into 9 parts - the corners, middle, and sides.
This works because the button's middle and sides are stretched, but not the corners. Then, the button appears not pixelated, at any dimension.
So, the question is as follows: How can I do the same thing for a transparent, unlit texture in 3D space? I have a speech bubble texture on a flat plane that I know how to re-scale to fit the text in the speech bubble.
I've set the texture type to Multiple Sprite, and divided it up into 9 parts. However, I cannot seem to find where I can set the texture to act like the UI button does, and I'm not sure that this is even possible in this way in 3D space.
Is there a way, or should I just make the different parts of the texture different objects, and move them together? That would seem very inefficient and ugly compared to this.
To accomplish what you are asking, you would need to create tiles for this speech bubble and then write a script that procedurally builds a speech bubble based on the plane's scale value. You could also try just changing the texture's Filter Mode to Point.
However I really don't think you should be using textures for this anyway. Why not just use a Unity Canvas and set the Render Mode to World Space? Then you can just set your text box to be a sprite, not a texture, and set its filter mode to Point (See below). This would also make it a lot easier for when you want there to be text in the speech bubble later on.

At some position character cannot see the whole mesh in unity

I want to show a transparent building in our project. I did that by setting the material of the mesh to be "transparent/diffuse". However, there exists some visibility problem of the mesh of the building. At some position, I can only see two or three sides of the cuboid(the transparent block, i.e the building). If I adjust my character position, I can see the whole cuboid. I googled the similar question online, someone mentioned about the frustum view of the camera. It seems like character has to be inside the frustum view of the camera, then user can see the whole mesh of the cuboid.
Can anyone give me some suggestions? I feel like it might be something about the way of how I build my mesh for the building, but at some position, I can see the whole cuboid.
I've solved this problem. It is just about the way how you construct the mesh.Basically, for the cuboid, I reconstructed the mesh in this way:
triangles[0]=topleft;
triangles[1]=topright;
triangles[2]=bottomright;
triangles[3]=bottomright;
triangles[4]=bottomleft;
triangles[5]=topleft;
Note: This is just front side, the other sides should be constructed in a same way.
Besides, in order to show the mesh when user enters the block, you have to construct the inside area of the block in previous way.