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**Current support email: support@bocs.software (as of 10-13-2024)
**Sorry, this is fully supported for compatible unity versions
Just an FYI to everyone…
this has been tested with Unity 2018+ BUT…only works with built-in render…so can’t use the custom pipelines yet.
I plan to add support sometime
Like I said, if you scale it up…you need to also increase the texture size.
see in your video you have it set to 256x256
you are trying to paint an object 10 times bigger, but with the same amount of “paint”
“Say I have a floor surface which is a conventional texture”
just create a new Material
change shader type to PaintStandard
assign your textures like you would any Standard shader.
I can make a quick video if this is not clear.
“how many splats per second”
all splats are queued, then later blit to the texture.
this option is the one that effects performance.
checked it will paint all queued that frame.
unchecked it will paint 10 per frame until que is empty.
“Does it matter how many splats in total exist”
no, this is not a decal system.
once painted, it’s just part of a texture that is always displayed.
0 splats, or 1 million…same performance
Floor: fantastic info, I’m sure it will help many users. It’s totally clear.
Splats per second: AHHHHHH. Fantastic. Got it now. In fact I am limiting splats per frame to 2 or 3, so, fantastic.
Undecal: AHHHHHHHHH. Totally fantastic. That is magic: got it now. Magnificent!
{Thought: when you build a, say, racetrack (let’s say 10km long), you always chop it in to sections (perhaps 100m each) so that it can occlude as the viewpoint spins around. (If you dynamically build a racetrack or similar, this is an important task - to dynamically chop it up for occlusion.) In fact, is this issue relevant to Splatz? Does it occlude, does it need to, or is it a non-issue?}
It’s just a shader, so it has nothing to do with occlusion or anything else.
Tips:
Use as small “Paint Texture” for each object that looks good to you.
Don’t put it on small objects, then spread them around (like rocks)
Each object will create a new Texture, possible to run out of GPU memory.
“Setup On Startup” will create the texture even if you haven’t painted that object yet.
suggest keeping this unchecked, so it will create the textures only when it gets painted the first time.