In this example I'm preventing vertical or horizontal tiling using two parameters. The last node is just needed to flip the UVs, because the world has the Z coordinate pointing up, but the UVs have the Y coordinate pointing down.Īfter the positioning is done, we can manipulate the UVs further to achieve a variety of effects. The BG_offset parameter on top is used to offset the final position of the background, mostly when I need it higher or lower, depending on the tilemap it's used with or the position of the camera in a particular room If your character walks for 200px, the background behind it will move only for 160px, as if it were somewhat far in the distance. But if the distance is 4, the camera will be factored in for 4/5 of its distance from the origin, effectively causing the background to follow it. It will look exactly like it's at the same distance of your tilemap, or the player. With this method, I can increase or reduce the supposed distance of the background to fake a reduced or increased motion for the texture, respectively.įor example, a background that has distance 0 will multiply the camera position by 0, and it won't move. However, when I introduce the BG_distance parameter, I'm reducing the distance the camera travelled by a fraction. When I subtract the second value from the first, I'm basically telling the material I want to render what's at position (0,0,0) the whole time, like nothing moved at all. In this section we take into account the world position of the rendered pixel (absolute world position) and the position of the camera (view position), adjusted by the background position in world space (BG_center parameter). I'll explain the two main blocks in detail: ![]() As you can see, there is not much to it, but it can be expanded upon. If your game is played on another plane you'll have some re-wiring to do. Keep in mind that the effect works for the XZ plane. The best part is that the whole logic runs in a shader, and with only UV manipulations to boot! (Next time I won't have the UE4 mannequin in the demo, I swear.) Unfortunately, this introduces other problems that orthographic cameras simply don't have to deal with.įor my game, I devised a simple method to handle background elements automatically, without complex camera calculations or precise texture placements. Many people suggest to just use a very far away perspective camera with a strong zoom, to mimick the parallel orthographic look, but allowing all depth-based effects to still function. This is a stark difference from perspective cameras which, much more naturally, display a much slower movement for items far away from them. ![]() In such an environment, a motion of the camera of 200px, for example, translates into a motion of 200px for each element on screen, regardless of the distance from the camera. One of the most sought-after effects when building a 2D game is conveying a sense of depth even when the camera is orthographic and everything looks flat.
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