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License: MIT License
Projection Decals for Unity's Universal Render Pipeline.
License: MIT License
I'm using URP 7.1.8
I followed the instructions and got everything setup. I can create DecalData and Decal objects just fine.
However, the decals do not show up in the scene. I've tried messing with all the settings and have tried rotating the decal around as well as tried it on different objects, no luck though.
unity says my manifest.json is invalid after adding what is needed
Requires bypassing Projectors and using ScriptableRenderPass
I followed the instructions , added it into the manifest; but starting up the project and opening it doesnt download the package and leaves an error.
An error occurred while resolving packages:
Project has invalid dependencies:
com.kink3d.decals: No 'git' executable was found. Please install Git on your system then restart Unity and Unity Hub
com.kink3d.pooling: No 'git' executable was found. Please install Git on your system then restart Unity and Unity HubA re-import of the project may be required to fix the issue or a manual modification of /Packages/manifest.json file.
I have a test repro scene for this but we have noticed the Decal Renderer feature causes a significant performance drop in our scene even with FFR on at its highest level, is there any way to optimise the renderer feature? We have tried toggling on/off the decals in a scene to see the performance difference but the renderer feature itself being enabled causes the framerate to dip below 72 fps
Add graphics tests to cover visual elements that cant be covered by editor tests. Investigate different ways to implement a graphics test framework.
Tests to consider:
Currently the material preview for a decal material renders with a sphere. This is less than ideal, is there a way to render with a custom pass?
I would love a way to use instanced materials so that I can modify material properties for one decal without affecting all other decals using the same decal data. I made this change locally but the quality and standards are not worthy of a pull request.
Use cases: Fading, emission used for visual effects
DecalData.material is read-only.
Greetings, I ran into such a problem, so I installed the decals package and created a decal, set up layers, but the decal is not displayed not in the game not in the scene how to fix it?
I'm having a problem in which the decals always render on top of particles from the default Particle System. I'm using Unity 2020.1.1f1 and URP 8.2.0. Here's an example of the problem with the related particle Material and DecalData:
I've tried changing the Priority in the particle material but it had no effect. Is this a bug or a limitation of the system? Or I'm just doing something wrong?
Currently decal draws are batched between multiple objects with one decal. Is it possible to batch multiple decals using the same Material?
Currently there is only the option to use decals with specular maps, a metallic workflow would be needed.
Trying to dynamically create decals and pick a texture from a list and apply it. I use DecalSystem.
GetDecal() to instantiate the decal GO and pass along the clone of DecalData object and then pick a texture from a list and apply it. But every other decal will render the same texture.
Investigate overriding projection values per decal instance.
I see this exception when loading the project in Unity 2020.2.
The decals don't work unless I move m_RenderPass = new DecalRenderPass()
into Create().
Perhaps unrelated, but after doing that, attempting to open the FrameDebugger crashes Unity.
The decals are not correctly projected when the receiving object has vertex displacement applied. They are projected on the unmodified mesh and ignore the displacement.
just selecti multiply layers in inspector and see the serialized value in debug mode
Whenever a kDecal is placed in a scene that contains a terrain, or when a terrain is created in a scene where kDecals are present, the editor hangs almost instantly. Sadly, no useful data is logged in the editor log.
Unity 2019.3f6 macOS
kDecal revision: 493ce6d
Relevant packages in use:
"com.unity.device-simulator": "2.0.0-preview",
"com.unity.render-pipelines.universal": "7.2.0",
"com.unity.shadergraph": "7.2.0",
"com.unity.terrain-tools": "3.0.1-preview",
Decal data -> Projection Options -> Layer mask -> Pick anything other than 'Everything', and decals don't show up.
Playing around with your decals solution, and it's very impressive. I'm looking to use it for spell/skill indicator on ground, and don't want to project on anything else than the ground. However, when I put the ground object on "Ground" layer, and go Decal data -> Projection Options -> Layer mask -> "Ground", the decal just disappears. The only way I can get decals to show is having Layer mask -> "Everything"
The decal works normally at first, but attempting to save the scene causes the ground to turn black. If there is only one decal in the scene, the decal displays normally but the "whitespace" around it on the gameobject(s) it's colliding with is black. Adjusting the color or any other details of the material somehow "refreshes" the display and makes it look normal again... but only until you save the scene again.
Graphics card is an AMD Radeon R9 200 series, if that helps.
Everything works fine except of the decal shaders.
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