Unity No Shading "Fullbright" - unity3d

Is there a way to fullbright your Level in Unity3D?
I just want to remove shading and lights in a surreal project to get a fullbright world where textures are always shown as they are intented to be, not with shadows from other objects, floors, walls and so on.

You may need to provide a custom shader for this purpose, such as the shader prepared here: http://blog.jappie.net/unity3d-fullbright-shader-with-transparency/.

Related

Sprite shadow in 3D world

I am trying to project shadows from sprites on 3D objects, i followed some tips here and there but i still have issues.
I created a material that use Legacy Shaders/Transparent/Cutout/Diffuse and add it to my sprite, i also enable ShadowCastingMode and receiveShadows on the SpriteRenderer.
The result is that my sprite actually cast a shadow now, but the sprite itself is also shadowed, which is not the result i am looking for.
Without the shader:
With the shader:
I know absolutely nothing about materials and shader so this is me just walking in the dark.
Also this is a brand new project and i am using the template 3D with extra if it makes any difference.

How to blend a political map with a terrain?

How do some strategy games have a terrain that blends with a changeable map?
I mean what is the technique that developers use?
For example,
I suspect that they actually splice the terrain into different meshes for each of the provinces and then assign a different material and texture to it when it changes hands.
Finally I found a good way to make this work
Unity has a feature or component called (Projector) you can use it to make your texture blend with anything meshes, terrains, and you can place a shader to the projector if you want to change the territory color in runtime! I think this is one of the tricks that strategy game developers used

How to make this lighting effect in HaxeFlixel or Unity?

How do I create this lighting effect in HaxeFlixel or Unity ?
I will tell you how it was created in this specific case. This question is very broad and there are very many ways to create lighting effects in both Unity and HaxeFlixel.
The image is of the game Beneath the City by Deepnight, accessible on his website. The game uses haxe although not with HaxeFlixel. It's deepnight's personal engine that works with the flash target. The source code is available here. The class where lighting takes place is in src/Level.hx and more specifically in the renderLights method. From what I gather, a light layer is layered above the sprites of the level. This layer (or bitmap data) has lights drawn as rectangles on it. This layer is then blurred, so that the lights don't appear as solid rectangles, but as faded blurs of spreading light. This takes place with flash blur filters. Blend modes are used to make the light Add in luminosity. A dark mask is then layered above the blur layer, presumably to prevent light in certain locations, such as in the fog of the game. (?). This all takes place between lines 208 and 248.
This game truly does have gorgous visuals, but the lighting goes beyond the initial blurred lights. Particles float around in the game that really add to the lightings aesthetic.
This is all how he does it though. How you do it is up to you. For HaxeFlixel, I would first consider alternatives such as this geometric lighting or this method of applying lighting to scenes, which looks closer to screenshot or even a very simple circle based lighting alternative. Searching Unity 2D lighting brings up plenty of options.
You've got plenty of options on how to approach the issue. I didn't answer this with a direct tutorial because the question isn't at the code level.

Lighting effect

The following screenshot is taken from a road that consists of several equal parts:
They all belong to a Blender model and have Shading set to Flat.
The scene has just one directional light and the parts of the road are used to bake a light map.
Material is set to use Mobile / Vertex Lit (Only Directional Lights) shader but I tested other shaders like Mobile / Unlit as well.
I don't get this effect when I take a model consisting of 8 road parts using a repeating texture - at least not in the middle. So it's not related to broken tileability of the texture. But it is visible then at the end as well
The texture import settings are:
Question: Is this the regular behaviour of the standard shaders? Can't believe it, but If so how to omit this when writing my own shader?
I would appreciate if someone could shed some light on this ;-)
It's a problem with normals. Easy fix is to make Unity recalculate all the normals (In model import settings switch Normals -> Import to Normals -> Calculate).
hard to know without seeing more context, but if the objects are lightmapped, make sure to check that they are not reusing the same lightmap texture. #jaceck's suggestion about normals is a good one too.
I do not know if it is this you want, but there is also a component called Line Render that draws a line.

How to draw images on Terrain in unity

I am working on game in unity in which i need some images to be placed on terrain as in the attached image yellow arrows and "P in blue circle" are rendered on surface in unity.
Any idea or method will be appreciated.
There's no built-in support for decals in Unity. You could just create separate gameObjects with transparent texture and place them above the terrain here, or use one of several packages for decals in Unity Asset Store, like this one. (I have only briefly tried it and can't say anything about it's quality).
I know it's an old topic - but for those who are still not satisfied:
I would recommend using Easy Decal.
It's a very powerful decal projector. It's easy to use and you can stick decals also on uneven surfaces like bumpy terrains.
You could try putting a plane with the texture aligned with the surface normal slightly above the surface. Or you could try an extension that does decals for you. This is what i found:
Decal System for Unity3D
As previously mentioned Easy decal is a good choice. It's easy to use, has extensive fuctionalities and you'll get a lot for your money. But if you need skinned decals there's no way around Decal System Pro by Edelweiss interactive. It's more expensive, but beside the skinned mesh support it also supports texture atlases which saves you draw calls.