Use a Projector component to create effects such as:
Note: This workflow is compatible only with the Built-in Render Pipelne. For similar functionality in other render pipelines, see Decals and projectors.
A Projector works by projecting a material onto all objects that intersect its frustum. The material must use the Projector/Light or Projector/Multiply shadersA program that runs on the GPU. More info
See in Glossary, available in Unity’s Standard Assets.
When configuring a material to use with the Projector/Light and Projector/Multiply shaders, be aware of the following:
Cookie texture:
Falloff texture (if present):
Standard Assets contains example PrefabsAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
See in Glossary that demonstrate the use of Projector components.
To use the Prefabs:
You can use the Prefab as is in your Project, modify it, or examine it to see how it is configured.
Property: | Function: |
---|---|
Near Clip Plane | Objects in front of the near clip plane will not be projected upon. |
Far Clip Plane | Objects beyond this distance will not be projected upon. |
Field Of View | The field of view in degrees. This is only used if the Projector is not Orthographic. |
Aspect RatioThe relationship of an image’s proportional dimensions, such as its width and height. See in Glossary |
This allows you to tune the height and width of the Projector. |
Orthographic | If enabled, the Projector will be Orthographic instead of perspective. |
Orthographic Size | The Orthographic size of the Projection. This is only used if Orthographic is enabled. |
MaterialAn asset that defines how a surface should be rendered. More info See in Glossary |
The Material that will be projected. |
Ignore Layers | Objects in Layers that you specify here will not be projected upon. The default value is None. |