I’d like to know if it’d be (reasonably) possible to have pixel-perfect shadows in Unity.
To explain: Let’s that we create a pixel art-based game (maybe something like Minecraft). Let’s say we have 16 pixels per Unity world unit (a common size). The shadow a light creates should only either fill one pixel on a texture completely or not at all. Here is an image I created to better illustrate what I mean:
The yellow sphere is the point light and the walls have a grid to show the pixel resolution.
I now next to nothing about shaders, and I assume that it would break down once angles surfaces are used, but it would still be a cool effect to have and it would eliminate the need to have projectors or integrated sprite shadows, instead being able to cast accurate, but still pixel-look retaining shadows.