Hello, I implemented a deferred decals system in Unity 5 and it’s working fine, however, it’s not compatible with indirect lighting (baked or realtime) since that is done in the first pass (and obviously doesn’t take the modified albedo & normals from the G-Buffer)
Is there anything I can do to fix this? Or maybe something Unity devs can change? I think that a full deferred renderer and command buffers with this limitation is a bit silly
The only fix I can think of is the option to switch to a Light Pre Pass renderer…
Thanks for reading.