Improved version of unity's deferred decals system with support of layers and some basic frustum culling.
- Essential files are stored in
Assets/DeferredDecals
. You can copy paste this folder to your project and everything should work fine - Add
DeferredDecalRenderer.cs
to your scene. There should be only one renderer - Use
GameObject/Effects/Deferred Decal
to create decal - Use
GDecalShader
shader for your decal material - You're amazing :D
- Improved inspector with embedded material editing:
- Layers. Though making layers is pretty expensive since the more layers you have on screen the more passes are needed.
- Cutout. Each decal can use Alpha Clip to avoid using layers
- Blending with background normals
- Decals can influence smoothness and specular color, using Metallic workflow
- They are still rendered if you're inside the render box
- No special normals/diffuse only decals, so each decal layer does copy 3 GBuffers no matter what
- Visibility in editor can be clunky
- Shader is under development. No emission support yet
- No instancing
- Culling doesn't care about walls, it's just AABB check. For now