I really need screen space decal solution for Unity. I can not find any. Can some one help?
It might be not the best, but I found a Siggraph Slideshow:
Maybe it helps ![]()
Thanks.
I have read it too, but I want to find ready to use solution ![]()
Have you tried the the edelweiss decal system? It’s mesh based but pretty good.
Screen space is basically deferred rendering except the besides rendering lights you use those volumes to render decals. I think they are called gobos. The advantage is that they don’t require any mesh slicing to apply a decal but as the paper says it is fill-rate heavy.
I don’t think there are any out of the box systems on Unity unless you remake your own deferred like rendering.
I did do an implementation a while ago. I might dig it up if I can find it but it requires 3d textures.
Hello I’m the author of that presentation linked above… Pope Kim. My implementation doesn’t require a 3D texture.
Someone suggested me to implement a screen space decal system in Unity and sell on asset store. So I’m considering it. What detailed features do you need?
I also found this decal system, which might be what you are looking for.
https://www.assetstore.unity3d.com/#/content/3779
(by the way, I’m the author of that presentation…)
No that decal system create mesh and I had need screen space Decals.
The must be rendered using Cube(with parameters) by default and it will be cool to have abbility to use any mesh for decal volume (and maybe use normals for different cast direction… ) it can help to precisely cast decals to skined mesh parts.
And annd switch to use plane without cast for simple decals. Like in CryEngine
Do you have any examples where screen space decals are used for skinned meshes? They have advantages in several other contexts, but I don’t see a way how you could use them on skinned meshes. They would work for a laser pointer, but would fail for tattoos as they don’t deform with the skin.
yeah they would fail on skinned meshes. They are just like projectors.