A projector that puts a texture or video on any surface — with real occlusion, so objects in the beam cast genuine shadows into the image.Real Projector turns a Unity spot light into an actual projector. Point it at a wall, assign a texture or a video, and the image appears exactly where you aimed it — at the size you asked for, in meters.The difference from every other projection solution is occlusion. Walk a character through the beam and they cast a real shadow into the projected image, because the projection is carried by a light that already renders a shadow map. A decal projector cannot do this at all. The legacy Projector component shines straight through geometry.You set up the projection the way you would set up a real projector: throw distance, image width, aspect ratio. The spot angle is derived for you and reported back along with the throw ratio and the image diagonal. Drag the throw distance and the image size directly in the scene view and watch the frustum land on the first surface in front of the lens.WHAT YOU GETShapes — rectangle, ellipse, rounded rectangle, or your own mask texture. Keystone correction for surfaces you are not square to, and flip for rear projection and ceiling mounting.Sources — a still texture, a VideoPlayer, or any render texture you fill yourself from a camera or a custom pass.A setup validator — the render pipeline settings a light cookie depends on all fail silently in URP. Wrong cookie atlas format and your projection is grey; additional lights on per-vertex and there is no image at all. The inspector finds every one of these and fixes them with a button, so you never stare at a blank wall wondering what is wrong.Four demo scenes, generated from a menu item so they can never drift out of step with the component.BEFORE YOU BUYUniversal Render Pipeline only. The Built-in pipeline reads only the alpha channel of a light cookie, and HDRP is not supported in this release.A projector adds light and cannot remove it, so the image reads best in a dark environment. This is inherent to any light-based projection.The beam itself is not visible in the air. That needs volumetric lighting, which URP does not provide.Requires Unity 6.3 or newer. No other dependencies.FEATURES• Real occlusion — objects between the projector and the surface cast genuine shadows into the projected image• Optics in projector terms — throw distance, image width, aspect ratio, hard edge; spot angle, throw ratio and image diagonal are computed and reported back• Four shapes — rectangle, ellipse, rounded rectangle, custom mask read from the red channel• Keystone correction on both axes, plus horizontal and vertical flip• Three sources — still texture, VideoPlayer, or any render texture you fill yourself• Custom inspector — grouped settings, live cookie preview, and fields that appear only when they apply• Scene view handles — drag throw distance and image width in place, see the footprint on the first surface in front of the lens• Setup validator — finds the render pipeline settings the projector depends on and fixes each from a button• Full C# source, no DLLs, XML documentation on the entire public API• Assembly definitions throughoutSUPPORTED PIPELINES• Universal Render Pipeline — Unity 6.3 or newer• Built-in Render Pipeline — not supported• HDRP — not supported in this releaseSUPPORTED PLATFORMS• Windows, macOS, Linux• iOS, Android — a 512 cookie preset is documented for mobile• Consoles untestedDOCUMENTATIONIncluded in the package: QuickStart, a full parameter reference with troubleshooting and performance notes, and a changelog. Documentation.pdf is in the Documentation folder.AI (Anthropic Claude) was used as a development assistant throughout this package under my direction. It wrote the majority of the C# implementation, the shader, the editor tooling, the test suites, the demo scene generators and the documentation, working from my specification and revising against my review.No AI-generated art, audio, video or other media is included. All demo content — the test card, the gobo mask, the demo materials and scenes — is generated procedurally by code shipped in the package.Behaviour was verified by automated measurement inside Unity rather than by inspection alone: the package includes edit mode and play mode test suites that render the projection and assert on the measured result, all of which pass.




