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:
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.
|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.|