![soul calibur 5 katamari custom character soul calibur 5 katamari custom character](https://i.pinimg.com/736x/51/a8/72/51a872f707b2e80ecf0228ef65bfbcc4--soul-calibur.jpg)
Shockingly, this is probably easier than trying to use the scriptable render pipelines for anything. What I have eventually settled on doing is completely tearing out Unity's lighting system and replacing it with some custom functionality using the depth buffer, scene normals, and command buffers. Unfortunately there's just too many issues there, from how to place the textures, how to keep them from appearing on the other side of things they're being projected onto, properly handling occlusion, it's a whole thing. I spent probably most of today trying to find a way to do with with screenspace deferred decals to. The photos are actually meant to be projected onto the scene so that if you view them from head on, you get an idea of what was there with more detail, with that detail being more difficult to make out as you view from other angles because you can only see what was in the photo, even if it wraps partly around something like a column. See, once you've placed the photos, they're supposed to be mapped onto a psuedo-wireframe representation of the crime scene, with the only textured spaces being ones where the photos can see. As I mentioned in that post, part of what you're doing is placing photos where they need to go relative to where they were in the crime scene, but it's actually a bit more tricky than just that. Jumping off of my last post, I've kinda fallen back into development of my VN, starting with what is arguably the most technically difficult feature: the investigation scenes. I'm exaggerating mostly, but hoooo boy is what I'm trying to do tricky. I am an artist and a graphics programmer, thus i have engineered my own demise