-
The sprite renderer component displays images
-
that have been imported as the sprite type
-
for use in both 2D and 3D scenes.
-
The primary property of the sprite
-
renderer is sprite.
-
This is a reference to the sprite to render.
-
For more information on the sprite import type
-
please see the information linked below.
-
Colour is the vertex colour of the rendered sprite
-
and can be used to tint or recolour
-
the sprite image.
-
Colour can also be used to fade the
-
sprite's opacity by changing the value
-
of the colour's alpha channel.
-
The sprite's colour property is independent
-
of the sprite's material, so changing the colour
-
property on a sprite will only effect
-
that particular game object.
-
Material is a reference to the material
-
used to render the sprite.
-
By default a new sprite renderer component
-
will have the material sprite's default assigned.
-
When using this default material the sprite will not
-
be effected by any lighting in the scene.
-
The sprite renderer will simply render the
-
original sprite at full brightness.
-
In many cases lighting is not necessary
-
when creating a 2D game.
-
To use lights with a sprite renderer
-
a material with a shader that responds
-
to lighting must be selected.
-
Sprites Diffuse is optimised for use with sprites,
33Diffuse
00:01:32,577 --> 00:01:35,071
but many other shaders can be used.
-
Due to the nature of shaders, and the sprite renderer,
-
some shaders are incompatible with the sprite renderer.
-
Sprites use standard Unity materials,
-
however, the sprite renderer handles
-
materials differently than the mesh renderer.
-
The main difference is that the material's
-
texture property is not needed.
-
The sprite renderer will use the shader,
-
colour and other properties from a compatible material
-
but not the texture property.
-
When using a material that has a sprite shader
-
the texture property is unavailable.
-
If the attached material has a tint colour
-
it will be combined with the sprite's colour property.
-
It is important to note that lighting and shadow.
-
So when using lights and more complex shaders
-
it is best to balance the lighting with the performance of the scene.
-
For more information on materials and shaders,
-
please see the information linked below.
-
Sorting Layer and Order In Layer are
-
the systems used to define the order
-
in which sprites are drawn.
-
All sprite renderers are placed on a default
-
sorting layer when they are created.
-
Sprites are rendered by the sprite render
-
in the following order of priority.
-
The order of the sorting layer, containing the sprite,
-
the order in layer value for the sprite
-
within that sorting layer
-
and finally the sprite's transform position
-
Z compared to the other sprites being rendered
-
and the camera rendering them.
-
In the case of sorting layers and order-in-layer
-
items with lower values will be
-
behind those with higher values.
-
For more information on layers, including sorting layers,
-
please see the information linked below.