I’m creating a game to play TTRPGs with friends online in VR, and a big part of those types of systems is having a grid overlay on the board. Like this:
This was easy enough to do using a projector previously. But when I switched to URP, projectors no longer work.
Is there a way to accomplish the same effect of a grid overlay in URP?
I recently made a water shader for URP. One feature was caustic, so I implemented a custom render pass. It’s projecting a tile able texture onto the complete map. Sure, you could limit it to a specific world height and range. So you would need a custom URP forward render feature. Check out this tutorial:
If you want a decal system, there are some options on Asset Store for URP. Sadly, no built-in support for URP at the moment.
I couldn’t find any exclusionary properties on materials or anything. HDRP allows a material to not be included with decals, and this is often enough for most cases, but I couldn’t work out even how to do that.
Therefore I don’t see the use of the current decal system except for tiny bullet marks.
Cheers it’s a bit (totally) limited at the moment in a real game with characters picking up all sorts. To address it, a render order feature was needed which brought other problems with it
@mitchscobee With layers not being supported in the first release of the decal projector, maybe this workaround could be an option for you;
You could isolate decals to the floor by having the floor be rendered by an overlay camera that doesn’t clear depth. This overlay camera would use a renderer with the decal renderer feature added, and the base camera would use a renderer without it. This does mean that you can’t put decals on anything other than the floor, so I don’t know if that is a viable solution for you.
i am using Unity 2021.2.b16 and paying around with the new decal projector for URP. On Android it works nicely. Unfortunately it’s not working on WebGL (2.0). Is this a known issue or not supported at al ?