Hello,
we are currently using spine objects in a 3d world with 3d lighting.
We are using the Spine/Sprite/Pixel Lit shader and it's working 90% the way we want, BUT:
We need some spine objects to always be lit in the same intensity (depending on light sources and the spine object's position) regardless of its rotation.
Both with "fixed normals" (model space, x:0 y:1, z:0) and without, the spine object will be lit differently depending on its rotation. Is there any way to make it disregard the rotation so it always gets lit equally?
I have really tried every shader option 1000 times, tried solving it with different ideas but no idea yet..
help would be super appreciated!
EDIT: Basically what I would like to do (probably) would be to make the spine object's normal always face up, REGARDLESS of the object's rotation. currently, fixed normal: x:0 y:1 z:0 kind of does that but still respects the object's rotation.
EDIT 2: I realized that hacking the normals would not be able to fix it as the lighting of the object depends on all the light source's positions/rotations relative to the object so that would not be possible except by maybe modifying the shader?
Any input on this from someone knowledgeable would be really appreciated. I will try to clarify what I mean a bit more:
I am using Spine with the Sprite/Lit Shaders in a 3D game and always rotating the Spine objects towards the player camera so that they don't skew/distort or look "2D". This works well with unlit shaders but when they are lit they change their lighting because they are always rotating.
I would like the Spine obejcts to be lit/affected by light sources and ambient light but be unaffected by their own rotation so that the lighting doesn't look "off" in my context.
Is this possible at all? Where would I begin fixing this? Or is this just straight up impossible?