How to use an exported Cycles image as a projected image in Unity? I have this simple test scene with every object having a different color. It's hard to explain, but what I want to do is:


Render this 3D scene (in Cycles) from the camera view, then save the image (pic 1).
Projecting the image onto the 3D scene (pic 2).
Bring the scene with the projected image into a game engine (Unity).


My game does'nt require the camera to be moved around, so you are basically just looking at the scene from one view, so basically 2D. This is why I thought I could cheat and only show the textures that are facing the camera. 

Is there any way I can accomplish this? 

Please keep in mind that I want to capture the look of the rendered image in Cycles, so that I can make great looking scenes and keep that when bringing it into Unity.

(It's fine, too, if you know any other way to make an entire scene in Blender Cycles and bringing it into Inity, but maintaining that look.)
Render your view to an image Rendered.png
Go to UV Editing
Set the right pane (3D View) to camera view (Num .)
Select Rendered.png on the image viewer on the left
Choose one of your objects
Enter Edit Mode (Tab)
Select All (A)
Press U and choose Project From View
Repeat steps 4-7 for all other visible objects
Go back to Default workspace
Open a node editor
Set up the nodes as shown



I don't know if Window Projection actually exports to Unity but I suppose there is an equivalent setting there. Actually the small cube does not need such a Texture Coordinate, and frankly I don't understand why the outer shell needs it, I was expecting it to work out of the box.