Sharing a more complex billboard shader in shadergraph that fixes lighting issues from our previous shader by using different calculations for billboarding, and sets custom normals
Creating the logic to show set the position of a gameobject to indicate if an object is focused using renderer bounds
Sharing simple scripts for camera, lights management, debugging...
Implementing a camera that follows the player around the map and gets offset near boundaries to avoid showing out of bounds part of the map.
Setting up a Custom Renderer Feature to replicate a basic tilt shift effect that can be stacked on top of other post processing features.
Sharing some great tutorials on how to handle lights and shadows in Unity to get good looking scenes
Implementing billboarding, camera position checks and forward checks to select a suitable sprite from a given tilesheet/spritesheet/spritemap. This enables us to only use quads and avoid manipulating the sprites through script, which should increase performance for scenes with plenty of background characters.
Implementing both billboarding and scrolling the tileset/tilemap of the character to update the face being displayed according to the camera's position
Combining distributions (Normal, Gamma, Uniform...) to fake real-world height data and sampling them using Perlin or Simplex Noise.
Specifying Animation Curves and Cycle Duration for x, y, z position manipulation to create varied movement for an object.