I wrote a completely custom shader for relighting a flat 2D background image in Unity. All realtime lighting in the environment are hand painted: the shadows and the moving light #indiedevhour
the texture passes
The shaders are getting rather complicated as I needed to redo the URP lighting math completely custom on unlit shaders.
Revealing another texture on areas the light hits. Complete with shadows to do the trick.
all materials are unlit
This is not perfect as it tends to bug out when multiple lights are close by, but I can work around the limitations.
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