For now, you can use it for projector light, or cheap fake shadow. Because the rendering is limited in queue 2500, and the shader cannot get the light information.
In my case, i want to use it to add one extra rendering for a bunch of renderers in an area for some special visual effect. I don’t even care the projector matrix. I can use my script to insert material for each renderer (although some is mushrenderer with submesh), but it will be much convenient if i can just use projector
No, actually you can use projector for anything else. I use it for blood decals/splatter, murky water effect, volumetric fog and other fancy effect I cant actually remember… You can change the queue afaik, by changing it in the shader…
I never got it to work in any way at all. I need a solution to project big circles onto meshes that precisely mark a radial distance from a point in the xz plane. Deferred decals don’t seem to work because artifacts I’m getting. Meshes or linerenderers with raycasts would be too expensive. Would projectors be a solution if I get them to work? Additive blending would be OK I think, I can customize shaders if needed (at least I can try). Spotlights wouldn’t work because of their cone, the distance needs to be exact (in xz plane) because it’s gameplay-relevant.
You use projector for “blood decals/splatter”? so for each blood decal, cpu need to check all the renderers bounds, and render it one drawcall per one blood decals/splatter?
Well,yes, I once used it for blood splatter, at least before I use the free decal system in asset store… But I limit the number of projector decals into only 5 to reduce the number of drawcall, it was a zombie sniping game so numerous number of decasl was not needed…