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Question by vremenoi · May 07, 2020 at 06:22 AM · spritebillboard

"multiview" billboards?

I've seen this effect in many games used for clouds or small dust cloud on ground or fire. Basically there's a different static or animated texture for each n angle range from left to right and top to bottom. Depending on the camera view the texture on the billboard fades from one to another and everything fades out when camera gets too close so the billboard polygon won't clip. Are these kind of "multview" billboards supported in Unity or will it need to be written from scratch? Maybe the reason I can't find info on them is because the indsutry accepted term is not "multiview billboard" but something else.

PS. I am not asking about raymarching or volumetric billboards, those seem harder to implement and I'd assume much heavier on performance, at least for a flight sim and a sky full of "volumetric" clouds.

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Answer by Namey5 · May 07, 2020 at 09:02 AM

The term you're looking for is 'billboard impostors'. The idea is to bake a 3D mesh into multiple textures from different angles and then use billboards to blend between them in realtime. Not sure how well they would work for translucent media like clouds, but here is a good explanation of the effect and a free impostor system;

https://www.alanzucconi.com/2018/08/25/shader-showcase-saturday-7/

https://github.com/xraxra/IMP

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