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Shader: How to map texture on a mesh without perspective/wrapping?
I'm looking to write a shader that takes a texture and displays it on a mesh without "wrapping" it around the mesh's shape. Basically, I want to create a "paper cutout" effect, where I can feed in a paper texture that is constant and flat no matter which direction the character is rotated/viewed. Could anyone provide me with some direction on how to achieve this effect?
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Answer by tanoshimi · Sep 07, 2013 at 08:51 PM
Try the "Detail Texture in Screen Space" surface shader example, here: http://docs.unity3d.com/Documentation/Components/SL-SurfaceShaderExamples.html
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