Introduction:
Dynamic Decals is the decal solution built from the ground up to be fast, easy to use and flexible. Perfect for bullet holes, blood effects, projected UI elements and just about anything else you can think of!
No more fiddling with quads to avoid z-fighting, or re-projecting / recalculating decal meshes every time you want to move a decal. Just drop a projection renderer onto an empty gameObject and setup your projection. You can save it as a prefab and spawn it like any other gameObject, as well as move, rotate and scale it at run-time without issue. It’s that easy.
On top of this, I’ve built a fast fully featured and flexible pooling system, a layered masking system and some “Printers” & “Positioners” to help users with no programming experience use the system.
Demo
https://www.youtube.com/watch?v=M-FXwdYdk0w
New Version 2.0 Features
- GPU instancing with per-instance properties and atlassing.
- Animated projections.
- Additive & Multiplicative projections.
- Masking via Unity layers.
Key Features
- Print and manipulate decals at run-time.
- Project decals onto skinned meshes.
- Overlap and order decals.
- Clean, simple editor integration.
- Run-time Printers & Positioners.
- Omni-directional Projections.
- Mobile & VR support
- Support for Deferred & Forward rendering paths & all shader models.
- Full source code included.
- Zero setup required.
Links
Website
Script Reference
Asset Store
Change Log
1.1
- Removed close to all memory allocations within the core system.
- Various optimizations, focused on main CPU thread
- Added Normal and Roughness Decal types
1.2
- Inverted decal support
- Default DepthTextureMode
- Various Shader optimizations
- Pooling optimizations & fixes
- Normal map fixes
1.3
- Multiple pools
- Pool Quality Settings
- Overlap prevention
- Automated redundant settings
- Renamed components to prevent naming conflicts
- Improved warnings
- Fixes for 5.5 & beta 5.6
1.4
- Particle printer
- Automated DepthTextureMode
- High precision forward projections
- Fixes for 5.6 final release
- VR support
1.5
- Projection blockers
- Forced forward rendering
- Layer based surface detection for printers
- Renamed “Pulse” to “Omni-Decal”
1.6
- Tag based surface detection for printers
- Various optimizations
- Various bug fixes
2.0
- GPU instancing
- Per-instance properties
- Texture atlases
- Animated projections
- Additive projections
- Multiplicative projections
- Masking by Unity layers
- Nine-sprite projections
- Print projections with behaviors attached
- Omni-Directional decals now support all projection types
- Brand new demo scenes
- Extensive optimizations