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Question by biggestboss · Dec 09, 2017 at 07:24 AM · 3dspritespriterenderer

[SOLVED] Is it possible to flip a Sprite in 3D if it has a Shader applied?

I'm trying to prototype a game that looks visually like Don't Starve in that it rotates 2D sprites to always face the camera. Flipping the sprite seems to not work at all like it would when I made games in Unity 2D unless it's just a sprite that doesn't have an Animator attached to it.

I feel like my explanation is inadequate so I will try to use screenshots to depict my issue:

alt text

alt text

I also understand that it is likely that the issue is being caused by something that I'm either neglecting or don't understand or know exists. I know that other people have made games like this before, so I'm wondering if there is an obvious fix or if I should just mirror the sprites and animate facing the other direction manually. Thanks in advance.

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Answer by biggestboss · Dec 09, 2017 at 07:36 AM

EDIT: The problem is apparently from using a Material that applies a Shader to get shadows on sprites.... Hmm, well I guess this is technically answered but I also need that functionality. Time to buckle down and figure this out.

EDIT 2: Figured it out from another solution. I went into the shader and added the line "Cull Off".

 Shader "Transparent/Bumped Diffuse with Shadow" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
     _BumpMap ("Normalmap", 2D) = "bump" {}
     _Cutoff("Cutoff", Float) = 0.01
 }
 
 SubShader {
     Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutOut" }
     Cull Off
     LOD 300
 
         CGPROGRAM
     #pragma surface surf Lambert addshadow alphatest:_Cutoff
     
     sampler2D _MainTex;
     sampler2D _BumpMap;
     fixed4 _Color;
     
     struct Input {
         float2 uv_MainTex;
         float2 uv_BumpMap;
     };
     
     void surf (Input IN, inout SurfaceOutput o) {
         fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
         o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
         o.Albedo = c.rgb;
         o.Alpha = c.a;
     }
     ENDCG
 }
 
 Fallback "Transparent/Diffuse"
 }
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