A Projector allows you to project a Material onto all objects that intersect its frustum. The Material must use the Projector/Light or Projector/Multiply shaders, available in Unity’s Standard Assets.
You can use a Projector to create:
The Projector component is only compatible with the Built-in Render Pipeline and the availability of a alternative solution depends on which render pipeline you are using.
| Render pipeline | Post-processing support |
|---|---|
| Built-in Render Pipeline | The Built-in Render Pipeline is compatible with the Projector component. |
| Universal Render Pipeline (URP) | URP is not compatible with the Projector component. URP does not currently include an alternative solution. |
| High Definition Render Pipeline (HDRP) | HDRP is not compatible with the Projector component. However, HDRP includes the Decal Projector component which you can use to project Materials into your Scene. |
Standard Assets contains example Prefabs 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.
| Propiedad: | Función: |
|---|---|
| Near Clip Plane | Los objetos situados delante del plano del clip cercano no se proyectarán. |
| 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 Ratio | 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. |
| Material | 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. |
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):