

I want to draw a billboard (3D Sprite) to this point. The number of columns in the sprite sheet.The point's exact orientation/position is expressed through a 4x4 transformation matrix. hframes or vframes must be greater than 1. This is as an alias for the frame property. Coordinates of the frame to display from sprite sheet. Current frame to display from sprite sheet. Reflection Probes are enabled, but no blending occurs between probes when there are two overlapping volumes.Property Descriptions. This is generally used for GameObjects in the open air, where the sky would always be visible and reflected. This works like Blend Probes, but also allows the skybox to be used in the blending. This is generally used for GameObjects that are “indoors” or in covered parts of the Scene (such as caves and tunnels), because the sky is not visible and therefore wouldn’t be reflected by the billboard. The reflections applied to the billboard are interpreted from adjacent Reflection Probes, and do not take the the skybox into account.

If enabled, and if Reflection Probes are present in the Scene, a reflection Texture is picked for this GameObject and set as a built-in Shader uniform variable. The lighting applied to the Billboard Renderer is interpreted from a 3D grid of interpolated Light Probes. The lighting applied to the billboard is interpreted from one interpolated Light Probe. If enabled, and if baked Light Probes are present in the Scene, the Billboard Renderer uses an interpolated Light Probe for lighting. If you have a pre-made Billboard Asset, place it here to assign it to this Billboard Renderer. See Renderer.motionVectors in the Scripting API for more information. Show shadows, but not the billboard itself.Ĭheck the box to enable shadows to be cast on the billboard.Ĭheck the box to enable rendering of the billboard’s motion vectors into the Camera Motion Vector Texture. If enabled, the billboard creates shadows when a shadow-casting Light shines on it.Īllow shadows to be cast from either side of the billboard (that is, backface culling is not taken into account). Because the Mesh is distant, its size on screen and the low likelihood of it being a focal point in the Camera view means there is often less requirement to draw it in full detail. For more information about creating Billboard Assets, see the BillboardAssets manual page and the BillboardAsset API reference.īillboards are a level-of-detail (LOD) method of drawing complicated 3D Meshes in a simpler manner when they are distant in a Scene. The Billboard Renderer renders BillboardAssets, either from a premade Asset (exported from SpeedTree) or from a custom-created file (created using a script at runtime or from a custom editor, for example).
