The alpha of decals is not completely transparent.

Hi!

I wanted a quick way of displaying the range of stuff in my game, so I thought: do it with decals around it! Fast and easy!

However, the parts of the decals that are transparent do not appear completely transparent during gameplay. They darken or lighten the parts they are on top of.

You can clearly see a “square” around the blue circle in the picture (I marked with red the full decal and with orange what should be fully transparent).

The decal is a blue circle and the corners of the .png are fully transparent:

This is my material:


This is my texture:
This is the object with the URP Decal Projector:

Does anybody know why this happens?

I found the solution by switching the “Automatic” technique of the decals in the Forward Renderer to any other. I opted for the “Screen Space” since in the documentation seemed better: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/renderer-feature-decal.html#:~:text=Feature%2C%20Inspector%20view.-,Technique,-Select%20the%20rendering

4 Likes

This just saved me, thank you so much! Confirmed that the “DBuffer” and “Automatic” decal techniques seemed to produce that awful transparency for me too, but switching to Screen Space did the trick!

That did it! Thank you!

Setting it to Screenspace distorted the colors for me.
The real fix is to set NormalBlend to 0 if you don’t set a normal texture

2 Likes

Thank you! Screenspace for decals worked for me. The annoying thing is it was working fine with automatic then suddenly decided to play up, knew it had to be a graphics setting somewhere.


I have the same problem. If I open “Shader Graphs/Decal” Shader => the “Main Preview” is white and "Normal Alpha(1) is gray. How can I fix this?

Oki this is a problem though I have 1 decal that works in Screen space and one that works with Automatic, but they cant both work at the same time. Anyone have a good explanation as to what is happening as different between these two?

This is the propper way . . . many thanks . . . LA