For the blinking eyes in the dark, since I’m lazy, I wrote a shader that takes their world position as an offset seed and plugs it into some compound sine waves to get some decent natural blinking motion around the map. I need to work a bit more on this, but it’s okay for now.
Played around with some ideas for this. Thought of many ways, raycasts, using an orthogonal depth projected top down to move all vertices up to the object (very nice and fun, try it ) and some more local ways by setting up some custom meshes, animating in blender by using their snap to face/surface option, exporting out the positions as an array and use it to lerp between in unity and some other random stuff. Going to keep it simple for now tho. Works!
I had a dumb idea when I was taking a shower to store the pivots in UVs or vertex colours (doesn’t really matter here, I guess. Just need two channels) to make a transition effect. I HAD to do it.