VFX Decals Stretched + Why no one talks about VFX Decals that much

Hello, I wanted to ask where you find some tutorials, especially on VFX decals. I saw one VFX decal video from Unity, and that was all.
I tried to search forums, but they were always talking about Decals Projectors, not about VFX decal output. Is VFX decals not optimal, or I’m missing something?

And about stretched decals: Basically, how can I orient VFX blood decals to walls or floors? Is there any way I can orient the decal angle? I saw some orient advanced node, which means I guess it is possible, but how can I get like the right angle to a wall or floor?

One thing I didn’t try was sample projects for VFX.

I forget to mention that I’m using URP pipeline.

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Hello. Well, I don’t have a good answer as why you can’t find numerous references regarding particle Decals.
I would suggest that you take a look, at this tutorial:

While this is on HDRP, the same techniques apply to URP.

You can take a look at this video that talks a bit about Particle Decal output in a URP project:

Or this Topic that deals with decals, on an animated skinned Mesh.

Regarding performances, if I’m not mistaken, it should be the same as using a regular decal projector. Now, as you’re using particles, it’s easy to spawn plenty of decals which can impact performances. Now, this will also be dependent on the Decal rendering techniques used by your URP renderer (Screen Space or D-Buffer).

Now, to properly orient your Decals, you’ll need at least the normal from the Surface.

You can use the advanced orient block and set it manually if you know on whihc surface your particles decals will project onto.
If not, you can try to retrieve the Surface normal using the Depth Buffer. This is shown in the VFX Graph decals tutorial with the Goo ball (6m29s).

Now, if you’re working with Unity 6, another solution is to use the new collision attributes. By using a Collision Depth Buffer block, you can set the Collsiion attributes to “Write Always”.


This allows you to get the Collision Event Normal and use it to orient your particles.

You can also set your Collision behavior to “None” if you would rather not collide but just want to retrieve the CollisionNormals.

I hope this helps. Wish you a beautiful day.

Hello, thank you for responding. Yeah, I saw your skinned mesh topic very smart stuff. I tried that thing with Depth Buffer sometimes it did align to the wall, sometimes it didn’t. I’ll keep trying;maybe I’ll find way how to do it.

so i watched the video / i tried the samples and i found something that helped me a lot.

i found out that i was setting Axis Z in Update Particle which made billboards moving where camera was looking. This means that Depth Buffer should work too. Basically copy the whole decal aligning from Goo ball tutorial.