I read dozens of discussions here on the forum and looked Unity’s help to find a simple but hidden answer;
How create excellent Decals in Unity and how to use them optimizing them?
I am at the end of building my level and I need to apply dozens and dozens of decals. Is’t possible that any shader I use is not good? Do you have any ideas or suggestions?
Projected decals are not a solution because I have many and all different and render to texture is no good…so, How to build decals? Which shader to use? which workflow to use?
One consideration, I noticed that in Unity the dacals are almost left aside … or wrong?
Any kind of help is well appreciated!
Thanks for your attention
Unity has no built-in decal implementation that I know of (Not the kind you’re talking about, anyway). They use the word decal in Surface shader documentation: https://docs.unity3d.com/Manual/SL-SurfaceShaderExamples.html
This version of a decal is an additional texture that you can layer on top of the main texture. I imagine that you are thinking of something that you can place freely in the editor, though, right?
There is a sample project linked in one of the manual pages that claims to implement decals in deferred-lighting mode. I have not tried this project, so I don’t know it does exactly what you want: https://docs.unity3d.com/Manual/GraphicsCommandBuffers.html
Also, there are several packages on the asset store that implement decals, but I can’t vouch for those either.
In my research I have already found this shader, but frankly I have not tried it …
Exact. For now I don’t want to spend money to buy assets that can be insufficient. My goal is to study Unity in its entirety and try to understand how to best use it
Thanks! I had not thought of this possibility. Tonight I’ll do tests