I'm glad they added the decal system to URP but it's fantastic for adding decals! Have you ever used it? 🔥Unity Sales: bit.ly/UnitySalesHub 🔥SpeedTutor Unity Store: bit.ly/STUnityStorePuzzlePacks 🔥HUMBLE SAVINGS: bit.ly/HumbleBundleDeals
Alternativeley you can create your own decal shader to get rid of the problem with the normal blending. Its pretty easy. What is happening is that the empty normal information from the decal is replacing the normal information of the wall below, depending on how intense the slider is... this is great for decals that actually have their own normal information, so you might want to make use of that. The only thing you have to make sure to do is to connect the decal's alpha channel to the normal alpha output and it should tell the projector where not to project normal information. :)
20-30 aren't going to be very heavy on the system. It's like using planes and then applying the texture. You could even atlas your textures and one texture, one material could have every single one of your decals on the sheet. Then use the tools on the decal system to crop to your UV you want! :)
@@SpeedTutor I worked it out. Locate the Decal Shader make a copy and store it in your project files. The activate the "Angle Fade" checkbox on the Graph inspector. That will give you a new range-slider option, that lets you fade based on angle. So you can fade the side angles. That just leaves the front facing polygons affected. You can reduce the width of the Projector to deal with those. This technique also lets you fade out strange stretched section on the floor etc.
You could just use planes and add the texture that way, as long as you use a cut out shader. Yes it's slightly more hassle but you could even get the decal system from the Unity store, I think there is a good one on there! :D
In 2022.2.9 there's an option to use Rendering Layers, so set one of the lighting layers on the URP Decal Projector and then set a different Rendering Layer on the Mesh Renderer under "Additional Settings"
You just create a texture with a transparency layer in something like photoshop or save out as a .PNG and use a shader that used a cutout. Very similar to now and just whack your material on a plane, it worked just as you'd expect. :)
I'm glad they added the decal system to URP but it's fantastic for adding decals! Have you ever used it?
🔥Unity Sales: bit.ly/UnitySalesHub
🔥SpeedTutor Unity Store: bit.ly/STUnityStorePuzzlePacks
🔥HUMBLE SAVINGS: bit.ly/HumbleBundleDeals
Apart from the potential to improve any model without adding additional geometry, the best is the simplicity of usage. Really thanks!
You're very welcome, my friend! It's great for adding grunge and detail without going to extra effect in your own textures.
Alternativeley you can create your own decal shader to get rid of the problem with the normal blending. Its pretty easy. What is happening is that the empty normal information from the decal is replacing the normal information of the wall below, depending on how intense the slider is... this is great for decals that actually have their own normal information, so you might want to make use of that. The only thing you have to make sure to do is to connect the decal's alpha channel to the normal alpha output and it should tell the projector where not to project normal information. :)
Great videos as always !
You're very welcome and thanks for much for checking this out. Will you use it? :)
Thanks a lot you always bring the Juicy stuff haha
No worries, my dude! I love learning new things myself too! :D
Thats super useful, will use it in my projects. Thanks!
Awesome, good luck with it! I think it's an awesome solution :)
That's very noice.
Will definately be using the package.
It's definitely worth it because it's now built into URP, makes life easier to add extra detail more easily! :)
thats a great tutorial!
You're very welcome! :) Thanks for checking it out.
Great video!
Just wondering what kind of impact this has on performance if you were to use a decent amount (20-30) across a small map?
20-30 aren't going to be very heavy on the system. It's like using planes and then applying the texture. You could even atlas your textures and one texture, one material could have every single one of your decals on the sheet. Then use the tools on the decal system to crop to your UV you want! :)
Great video Matt.. can your next video tell us how to use them in scripts ? Ie bullets holes etc! 🙂
How do you stop the Decal from projecting onto your Player, when they run through a projector box, during game mode?
That's a good question, I'm not sure about that one. Can you put it on specific layers?
@@SpeedTutor I worked it out. Locate the Decal Shader make a copy and store it in your project files. The activate the "Angle Fade" checkbox on the Graph inspector. That will give you a new range-slider option, that lets you fade based on angle. So you can fade the side angles. That just leaves the front facing polygons affected. You can reduce the width of the Projector to deal with those.
This technique also lets you fade out strange stretched section on the floor etc.
Really awesome! I feel as if this should be exposed by default, shouldn't it?
I wish this was possible in the built-in render pipeline, there's no way for me to use URP after pulling all my hair on the weak lighting
You could just use planes and add the texture that way, as long as you use a cut out shader. Yes it's slightly more hassle but you could even get the decal system from the Unity store, I think there is a good one on there! :D
Still no layer masking? :(
Not to my knowledge, no :( Not for URP at least.
In 2022.2.9 there's an option to use Rendering Layers, so set one of the lighting layers on the URP Decal Projector and then set a different Rendering Layer on the Mesh Renderer under "Additional Settings"
@@ThungStudios Thanks so much, this is a life saver.
How the fk decals were made before urp hdrp??
You just create a texture with a transparency layer in something like photoshop or save out as a .PNG and use a shader that used a cutout. Very similar to now and just whack your material on a plane, it worked just as you'd expect. :)
@@SpeedTutor 🤯🤯🤯
:)
Did you find it helpful? :)
@@SpeedTutor yesss thanks!