This project is an example of appling depth buffer to quater view style (isometric) pixel arts.
日本語解説: https://qiita.com/Shinoda_Naoki/items/fccdc137747ea4301578
There are some unresolvable situations for isometric sprite z-ordering (see below). I attempt to map textures onto 3D mesh with orthographic projection. It will solve the ordering problem and enables coexists with ordinal 3d objects (such as Terrain).
- make textures size expand to a exponent of 2.
- set texture filter mode to
Point
- set texture Format to which not compressed.
- use Custom/SeudoSprite as a shader of material.
- place 3D empty object.
- attach
Shed
script, Mesh Renderer, and Mesh Filter. - set material, isometric 3D pixel size, and location of the most below pixel on the texture as
Pivot
.
- Reset transform and attach
QuaterView
script. - Set view location as
Look At
. - Set Distance to shift near | far planes of camera.
- Set Zoom as pixel per unit.
- note that transform of camera does not work anymore.
it looks somewhat collapsed vertically. You may adjust it by wrapping another empty object which Y scaled to 1.155.