Deferred Decals Built in with new SRP ?

Hi,

Was wandering if you thinking of having a built in decals solution with the new SRP coming.
Decals is a must have feature in pretty every other engine out there.

Thanks

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Yes, SRP supports decals. I’m not really sure how to use them right now but there is a “Decal Projector” Component under GameObject->Render Pipeline>High Definition-> DecalProjector and every material has “Enable Decal” toggle.

Awesome !

Use the projector and reference a material with the decal shader. You’ll get the main texture projected onto… everything.

Tried doing that few hours, didn’t work. Does it work for you?

You even get a neat little decal stamper icon too :stuck_out_tongue:

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Yes, it works. Now that I downloaded 1.26, it seems to take a bit to update though.

Projector are really bad performance though. It’s not deferred decal.

Do you think? I tried 200 decals without any noticable change in performance.

I’m talking about Unity Projector, the old one. haven’t tried the new thing yet. The version I have right now doesn’t have a Decal option in maerial, might need to update

It’s not a decal option (well, there is one for transparent materials, but you don’t need it), you need to use HDRenderPipeline/Decal shader

Love to see this in action, anyone got some screen shots to pimp and talk about performance, pros and cons?

Do they work with semitransparency+shadows?

With 2018.1.0b4 , new project with HD Template I got that:

@Ziboo Delete Library folder

Tried but still failed to compile

Click on the shader in your project window and reimport it. It’ll either be available or you’ll get an error message in the inspector. If some kernel is missing, search for the key word (lighting, subsurface scattering etc.) and reimport the hlsl include. After that, reimport the decal shader.

This is the error message:

failed to open source file: 'ShaderLibrary/SampleUVMapping.hlsl'
Compiling Vertex program
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR

Cannot reimport the hlsl since it is build in and not in the project view…

It’s in Core/CoreRP/ShaderLibrary/Sampling/

Again, use the build in template from 2018.1.0b4. Nothing in the project view