Deferred decals: not compatible with GI

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.

1 Like

UPDATE: Actually, I just realized that even with Light Pre Pass this isn’t fixed (obviously since it doesn’t even have an albedo rendertarget)… the problem is that GI/lightmaps are calculated in the geometry pass… they should be treated as a light and use albedo, etc… as input!