I’m looking to reference the HDRP Decal Projector Components properties using Visual Scripting Nodes.
Can anyone throw me a hint on how to get this done?
I believe I’ll need to add the node assembly and regenerate. but can’t seem to locate it. Anyone know what it would be named? I usually just type the name of the missing component into the assembly search thing and it pops up. Maybe I’m wrong and it’s alredy built-in but under some other name?
i’m not on hdrp but if I had to guess it’s probably not built into bolt and you’ll have to write a script for your purposes. I have to do this for all post processing related stuff for example.
can’t seem to find any examples of the HDRP Decal Projector being called in any code.
can find lots related to the regular Decal Projector for URP and the nodes for that are built into Visual Scripting, just not the HDRP.
what would the regular script look like if one was to reference it old-school?
it has some example code that may help you with intellisense guessing and checking, but i couldn’t seem to find any documentation or anything on scripting for it other than this.
Okay Figured it out.
For anyone who wants to add functionality for the HDRP Decal Projector with Visual Scripting, Here’s how to do it.
1): Go into Project Settings to view your Node Library. Select the Drop-down arrow to show all your Assemblies. Scroll Down the list and add assemblies for HDRP as shown. (note: I just added all 3 HDRP for blanket coverage)
Next: we go over to the Type Options window and follow the path to the Decal Projector though Unity Engine>
Rendering<High definition and scroll down to Decal Projector.
Now, you have the node available!
I’ll just drag and drop the HDRP component from the side onto the graph and bam, it works.
Don’t even need to tell it to refresh or anything, it just works as you would think.