The built-in projectors in Unity proved to be too inflexible.
For example the shader doesn't support channels for additional textures like normal map or specular map. Also the projection doesn't respect shadows, but permeates the entire geometry on both sides, etc. One solution is to create the projection in advance using a 3D program and exporting it as a texture. Experimenting with this approach I found quickly that a projection on quads leads to distortions. But if triangulation is applied before the projection, these distortions can be avoided and the anamorphosis works basically as good as in a real physical projection. |
When properly set up objects cast projection shadows
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