[RELEASED] Ultimate Decals — Deferred, Forward, LWRP, URP

Deprecated.

Easy to use but powerful decal system for Unity.

Supported pipelines
— Built-in Deferred and Forward (2018.4 − 2019.4)
— LWRP 5.7+ (2019.3)
— URP 7.3+ (2019.3), URP 7.4+ (2019.4)

Main features
— Supports all PBR workflows (Metallic/Specular/Smoothness/Roughness)
— Supports Windows, Linux, Mac, DX11, DX12, Vulkan, Metal, OpenGL 4.1+
— Supports Single Pass Stereo

Beta features
— Experimental OpenGL ES 3.0+ (Android) support
Note: not fully optimized for mobiles yet

Demo build: https://drive.google.com/open?id=1iCkkRXwZT9nY0xAXqd1P3cyXqV_MvyYJ
Discord: Bearroll

Purchase it on the Asset Store:
Ultimate Decals (Deferred, Forward, URP) | Utilities Tools | Unity Asset Store
Price: $14.90

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When do you plan to provide Mobile Support?

WIP

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New version is available on the store with experimental OpenGL ES 3.0+ (Android) support
Tested with legacy Forward and URP 7.4 on Samsung A20
Note that shaders are not fully optimized for mobiles yet, performance will be improved

I’ve been loving this asset. It’s exactly what I was looking for in terms of decals and the Built-In pipeline. I was having a little trouble using the Manual Stencil on Unlit decals. Is this supported? I was able to get it to work great with Lit ones.

Actually I seem to have gotten it working by adding in the Stencil pass to the Unlit. Do you think that’s okay to add the pass ? (I copied it from the lit shader)

You’re right, it’s def a bug
The Stencil block must be present in the Unlit shader too
So your fix is fine

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Any help getting stencil masking so I can render only on certain layers in URP forward? I thought the Render Objects layer feature in the URP renderer would make it easy but I can’t get it to work.

It’s not possible in URP without modifying your shaders (or additional passes). DM me on discord, I’ll send you a doc that explains how to do it. (It’s not finished yet so I’m not sharing it here, once done, it will be a part of the documentation)

Purchased this asset yesterday and have not been able to get it to import in 2019.4. It gets stuck importing “UltimateDecalsFeature.asset” and I have a bunch of these in my log.

Start importing Assets/UltimateDecalsFeature.asset using Guid(070348a43daab0249871049d385e524f) Importer(-1,00000000000000000000000000000000)
Done importing asset: ‘Assets/UltimateDecalsFeature.asset’ (target hash: ‘23da8e9906258c10f53b3c1876127645’) in 0.007937 seconds
Import parameters got modified during import
UnityEditor.AssetDatabase:CreateAsset(Object, String)
Bearroll.UltimateDecals.FeatureManager:GetFeature() (at Assets\Bearroll\UltimateDecals\Scripts\Editor\Core\FeatureManager.cs:89)
Bearroll.UltimateDecals.FeatureManager:SetUpFeature() (at Assets\Bearroll\UltimateDecals\Scripts\Editor\Core\FeatureManager.cs:41)
Bearroll.UltimateDecals.FeatureManager:.cctor() (at Assets\Bearroll\UltimateDecals\Scripts\Editor\Core\FeatureManager.cs:14)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes(Type[ ])

It looks like it is being modified during import constanly and its stuck in an infinite loop. Any idea how to resolve this?

I really care about this plugin.
Does your plugin work well on IOS and all android mobile phones?

Hello @drcrck

We bought your plugin and it works great!

We’re looking into baking decals onto textures during the build process.
I know that it is not yet supported by Ultimate Decals, but do you think there is an internal API of UD we could plug into to have a quick win rather then reimplementing everything from scratch ?

Thanks**,**

Boris

Have you managed to resolve this? I’ve got the same problem and don’t know how to proceeed.

Hi, is VR supported?

Is it possible to bake the decals if they’re on static objects? If I get this asset I’ll want to have large numbers of decals doing everything from road markings to grime on walls and would want to have a lot of them. If they can’t be baked, are they performant enough to reasonably have dozens or hundreds of them?

Yes, for us it’s woriking in VR, but it seems to only support “Single Pass” stereo and not Single “Pass Instanced” (which another asset, we use, is dependent on :frowning: )

If he wants to support this into 2020 he need to fix that. In 2020 only single pass instanced is supported

Not possible unfortunately. Having hundreds of them shouldn’t be an issue though (for PC). The only thing that really affects performance is having a lot of big overlapping decals with alpha blending, everything else should work fine.

Single Pass Instanced will be supported soon

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Amazing! We have been waiting for Single Pass Instanced support for a while now! Will this be released until March?

Most likely in March

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