Can anybody confirm if the URP decal shader can be SRP batched within the dBuffer?
From what it looks, the shader should be compatible, but in my tests (2022.1.17) all decals are rendered under “Decal GBuffer Render” without any batching.
Hey!
The way the DBuffer is rendered unfortunately doesn’t work with the SRP Batcher. I would advise to use GPU Instancing as much as possible.
We are looking into hooking the decals up with the Forward+ data structure for clustered decal rendering as a performance optimization but that work is not planned yet.
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Thanks so much for the explanation!
Does this affect screen space decals using the gbuffer as well?
Forgot to mention that we are using this in deferred
@Jonas-Mortensen
Apologies for the bump but do you have insides regarding this use case?
oof … this being said in jannuary of this year dosn’t make me particularly happy
tho, on the bright side, at least from MY, testing, and the relatively faster rate of replacement that mobile phones have (compared to PC and consoles) is a non issue
I’m happy already with the state of urp and srp batcher right now … so good luck on improving it in the near to distant future
As an advice, i would advise AGAINST using the DBuffer, expecially on mobile devices.
I found a nice sweet spot that uses a forced standardized 720p render texture and screen space decals with medium quality.
Forward rendering of course, as deferred is NOT the way to go imo … forward+ clustered is very promising, but still ( in my opinion ) not even necessary