It’s pretty easy to reproduce, just add the new decals to a scene and change the slider “Render Scale” to a value different than 1, the decals completely disappear at some point. Already sent a bug report.
I really needed this to work or else I’ll have to find another Decal solution for URP, still have no reply on the bug report, I don’t know how long they usually take to acknowledge a bug.
I’m releasing a new game soon so I need it solved or have a different solution, which I have but they are not as performant.
I know I shouldn’t use a beta Unity version for a production build but I really liked some changes they introduced in 2021.2 and the only problem that I found was this one.
I also tried changing the Decal’s Shader Graph but couldn’t fix the problem, I think it’s something to do internally with the way they made Decals work in URP. But if someone has a hack for it I would really appreciate it!
The problem is that the wrong screen pixel value is sent to the camera. This is a bug that is found in too many places. Lens flare is broken, for example, due to the same error.
I had to do some small changes to make it work, first was copying the com.unity.render-pipelines.universal package from Library\PackageCache\ to Packages\ and making sure it didn’t have the @version number at the end. After that and making the changes to the “ScriptableRenderer.cs” there was an error appearing when changing the Render Scale on “DecalRendererFeature.cs” saying that the m_DecalEntityManager was null, so I had to add a new line on the method “OnCameraPreCull”
if (m_DecalEntityManager == null)
{
m_DecalEntityManager = sharedDecalEntityManager.Get();
}
For some reason the m_DecalEntityManager gets null when you change the renderer scale so had to do this little hack for now.
still broken … but to be honest, I welcome the 0.2 fps gain … rather have a “high fidelity” mode and a “low, just performance” and build the levels with that limitation/quirk in mind.
It’s not just decals, special effects are affected as well.
So much for the “cross platform compatability”, but I understand it’s insanely hard what you are doing, so thank you for your effort.
And 2022.1.1 in URP 13. I know this as I just downloaded it fresh and am having to apply my bandaid again. Do I take it that literally no-one has released a URP game with decals since Oct 20, 202 1?
That is a smaller issue which still exists, yes, but the bigger issue is the original one that started this thread - decals are positioned incorrectly whenever render scale is not 1.0.
Users have reported the exact line number of the problem and how to fix it (such as in this post , as one example). But it has been broken for a year and we’re still forced to embed custom versions of the URP package in our projects to workaround it to this day.
I submitted a minimalist repro project that demonstrates the bug without any extraneous noise with bug report IN-9027, but still nothing has happened.
We would all like for this bug to be fixed, but there’s a bigger question here about what the process is inside of Unity for dealing with these things? The community is baffled that this bug is still here after so long. Can anyone from Unity elaborate on the process and how this kind of thing stays broken for so long? I think it might help us all come together better and be more productive if we better understood what is preventing Unity from just changing the one line of code and merging it into the appropriate branches for RC sweeps and release. That would be so appreciated!