Unity3D Gui Sphere having distorted edges - unity3d

I'm trying to make a make switch board with circular button.
For it i'm using Quad as a base and then overlaying 3D Spheres for the buttons.
For the texture of sphere's, I have made a Material to which a rectangular image is set.
in preview it looks good with all smooth edges, however, in game preview when I look closely at the sphere's their edges are distorted/pixelated.
Is there any restriction which should be adhered to make the sphere's have perfect smooth edges.
or I must be missing something.
Image uploaded. The Quad is of White color and there is a light source.
the texture was imported and overridden for platform for 2048.

Related

Unity - particle system material like this?

Im trying to copy this fire system https://realtimevfx.com/t/sketch-10-jordanov/4273/7 the smoke here especially:
https://www.youtube.com/watch?time_continue=2&v=Wwj3Y6ieTlI
So far not much luck, mainly because when I try to emulate the smoke by setting the material to a fade alpha, or even cutout alpha, the overlapping particles become this:
See, they overlap instead of being a solid stream. Is this not possible in Unity?
There's a few possibilities for this.
The texture you're using for your particle has the color fading to black on the RGB channels, instead of being pure white or blue and only having the alpha channel contain the circle pattern.
The shader being used is "pre-multiplying" the color by the alpha, giving a darker look around semitransparent overlaps.
The particles are being lit and thus differences in position can result in differences in lighting, breaking color/shading continuity.
If you use a Unity "Unlit" particle shader, there should be no visible overlaps, assuming you don't have the first issue. I'd recommend trying some of the other shader options available in the Particle section and Mobile>Particle section.

How to tile a texture for skybox in Unity

I have a small image (32x32) and I would like to tile it and use the tiled version for a side in a 6 sided skybox. I can easily use it as a texture and get a single image to show up for each side of the skybox, but I want the entire side to be tiled. I tried to create a tiled material, but after I have the material (which is tiled) I cannot use it in the 6 sided skybox because it is not a texture. Is there a way to tile a skybox if I only have one piece of the pattern.

How to get a circular view in unity

I am developing an application for Pico VR headset using Unity. The SDK has a prefab containing two camera.
I have added a quad and a script to change its texture at runtime.
Since the quad is rectangular and display is circular, my texture is unable to fill the screen. If quad is too close to camera, the corners cannot fit the display. If its so far that corners are able to fit inside the headset's display, I am able to see the background at the edges.
The display of HMD looks like a circle (may be spherical - because I have observed the texture that I apply on to the quad looks zoomed in when I run the app on the device). I want to add such object and configure my cameras so that they can view the entire texture of that object and nothing else.

How to achieve Terraria/Starbound 2d lighting?

I am making a 2d game in the perspective of Terraria/Starbound. I want the lighting to look similar to this:
Ive tried to get lighting like this by adding a material on all the sprites in my game and then giving them a sprite diffuse shader. Then I made a point light wherever I needed light. There where two problems with this though: 1) Where the light was most intense, it was draining the color of a sprite and made it lighter. 2) I noticed a big FPS drop (And I only had 1 point light!).
Is there any way of achieving lighting like this without having to write my own lighting engine? Ive search the asset store and Ive searched to see if unity has any way of handing 2D lighting from this angle but I have found nothing.
If I do have to write my own lighting engine, would that be to complex for someone who is relatively new to unity and has only had ~ 8 months experience?
Assume you are using tile map.
You need to have a field of view map, which can be achieved by reading this: http://www.redblobgames.com/articles/visibility/
Using such map, you know exactly the color tinting for each tile. Now, just blend the color to the SpriteRenderer of every tile on the map.
Somebody already created a line of sight plugin:
http://forum.unity3d.com/threads/light-of-sight-2d-dynamic-lighting-open-source.295968/
Here's my hacky solution on GitHub
There's 2 cameras.
Empty tiles on the tilemap are filled in with white blocks (only one camera renders this)
A gaussian blur is applied to the camera rendering the white blocks
Then, blend the two cameras, darkening everything not covered by the white blur.
You can adjust the "light" penetration by changing the white tile's sprite's Pixels Per Unit.

Unity2D tile mesh render is darker than source texture

I am making a 2D tile-based game in Unity.
I have a tile mesh implemented roughly along the lines of this wiki entry. Full source code is available at PasteBin. When I look at my graphic (image file) it is precisely the same color as I see in the scene view; however, when I start the game, the mesh is darkened. I notice that when I change the Ambient Light color, it does resolve the issue (sort of): it changes the brightness, but if I set it to pure white, then the colors are too bright (see here). Furthermore, when I have regular GameObjects (such as the brick you see in the second image) they are not affected by this Light setting. I don't understand why the mesh is. Is there a prescribed way to make it totally WYSIWYG? The tileset I am using is here.
Try changing the shader on the material of the renderer to Unlit/Texture or Transparent/Unlit - if you need transparency.