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[RELEASED] Ultimate Decals — Deferred, Forward, LWRP, URP

Discussion in 'Assets and Asset Store' started by drcrck, May 15, 2020.

  1. drcrck

    drcrck

    Joined:
    May 23, 2017
    Posts:
    328
    Deprecated.

    Main_1200.png

    Easy to use but powerful decal system for Unity.

    Supported pipelines
    — Built-in Deferred and Forward (2018.4 − 2019.4)
    — LWRP 5.7+ (2019.3)
    — URP 7.3+ (2019.3), URP 7.4+ (2019.4)

    Main features
    — Supports all PBR workflows (Metallic/Specular/Smoothness/Roughness)
    — Supports Windows, Linux, Mac, DX11, DX12, Vulkan, Metal, OpenGL 4.1+
    — Supports Single Pass Stereo

    Beta features
    — Experimental OpenGL ES 3.0+ (Android) support
    Note: not fully optimized for mobiles yet

    Demo build: https://drive.google.com/open?id=1iCkkRXwZT9nY0xAXqd1P3cyXqV_MvyYJ
    Discord: https://discord.gg/5xPmvFw

    Purchase it on the Asset Store:
    https://assetstore.unity.com/packag...imate-decals-deferred-forward-lwrp-urp-139080
    Price: $14.90
     
    Last edited: Jul 15, 2022
    Willbkool_FPCS likes this.
  2. Ghosthowl

    Ghosthowl

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    When do you plan to provide Mobile Support?
     
  3. drcrck

    drcrck

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    May 23, 2017
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    WIP
     
    Ghosthowl likes this.
  4. drcrck

    drcrck

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    New version is available on the store with experimental OpenGL ES 3.0+ (Android) support
    Tested with legacy Forward and URP 7.4 on Samsung A20
    Note that shaders are not fully optimized for mobiles yet, performance will be improved
     
  5. natereesedev

    natereesedev

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    I've been loving this asset. It's exactly what I was looking for in terms of decals and the Built-In pipeline. I was having a little trouble using the Manual Stencil on Unlit decals. Is this supported? I was able to get it to work great with Lit ones.
     
  6. natereesedev

    natereesedev

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    Actually I seem to have gotten it working by adding in the Stencil pass to the Unlit. Do you think that's okay to add the pass ? (I copied it from the lit shader)
     
  7. drcrck

    drcrck

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    You're right, it's def a bug
    The Stencil block must be present in the Unlit shader too
    So your fix is fine
     
    natereesedev likes this.
  8. Silly_Rollo

    Silly_Rollo

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    Any help getting stencil masking so I can render only on certain layers in URP forward? I thought the Render Objects layer feature in the URP renderer would make it easy but I can't get it to work.
     
  9. drcrck

    drcrck

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    It's not possible in URP without modifying your shaders (or additional passes). DM me on discord, I'll send you a doc that explains how to do it. (It's not finished yet so I'm not sharing it here, once done, it will be a part of the documentation)
     
  10. primitiveType

    primitiveType

    Joined:
    Oct 25, 2012
    Posts:
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    Purchased this asset yesterday and have not been able to get it to import in 2019.4. It gets stuck importing "UltimateDecalsFeature.asset" and I have a bunch of these in my log.



    Start importing Assets/UltimateDecalsFeature.asset using Guid(070348a43daab0249871049d385e524f) Importer(-1,00000000000000000000000000000000)
    Done importing asset: 'Assets/UltimateDecalsFeature.asset' (target hash: '23da8e9906258c10f53b3c1876127645') in 0.007937 seconds
    Import parameters got modified during import
    UnityEditor.AssetDatabase:CreateAsset(Object, String)
    Bearroll.UltimateDecals.FeatureManager:GetFeature() (at Assets\Bearroll\UltimateDecals\Scripts\Editor\Core\FeatureManager.cs:89)
    Bearroll.UltimateDecals.FeatureManager:SetUpFeature() (at Assets\Bearroll\UltimateDecals\Scripts\Editor\Core\FeatureManager.cs:41)
    Bearroll.UltimateDecals.FeatureManager:.cctor() (at Assets\Bearroll\UltimateDecals\Scripts\Editor\Core\FeatureManager.cs:14)
    System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
    System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
    UnityEditor.EditorAssemblies:processInitializeOnLoadAttributes(Type[])


    It looks like it is being modified during import constanly and its stuck in an infinite loop. Any idea how to resolve this?
     
  11. vuxuanhung

    vuxuanhung

    Joined:
    Jan 23, 2019
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    2
    I really care about this plugin.
    Does your plugin work well on IOS and all android mobile phones?
     
  12. Trebuchet_Boris

    Trebuchet_Boris

    Joined:
    Nov 2, 2020
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    Hello @drcrck

    We bought your plugin and it works great!

    We're looking into baking decals onto textures during the build process.
    I know that it is not yet supported by Ultimate Decals, but do you think there is an internal API of UD we could plug into to have a quick win rather then reimplementing everything from scratch ?

    Thanks,

    Boris
     
  13. kadejsan

    kadejsan

    Joined:
    Sep 26, 2013
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    Have you managed to resolve this? I've got the same problem and don't know how to proceeed.
     
  14. silentslack

    silentslack

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    Apr 5, 2013
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    Hi, is VR supported?
     
  15. legoblaster1234

    legoblaster1234

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    Aug 7, 2017
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    Is it possible to bake the decals if they're on static objects? If I get this asset I'll want to have large numbers of decals doing everything from road markings to grime on walls and would want to have a lot of them. If they can't be baked, are they performant enough to reasonably have dozens or hundreds of them?
     
  16. AaronAteo

    AaronAteo

    Joined:
    Sep 11, 2019
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    Yes, for us it's woriking in VR, but it seems to only support "Single Pass" stereo and not Single "Pass Instanced" (which another asset, we use, is dependent on :( )
     
  17. MDADigital

    MDADigital

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    If he wants to support this into 2020 he need to fix that. In 2020 only single pass instanced is supported
     
  18. drcrck

    drcrck

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    Not possible unfortunately. Having hundreds of them shouldn't be an issue though (for PC). The only thing that really affects performance is having a lot of big overlapping decals with alpha blending, everything else should work fine.

    Single Pass Instanced will be supported soon
     
    xavier-ateo and MDADigital like this.
  19. xavier-ateo

    xavier-ateo

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    Aug 8, 2018
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    Amazing! We have been waiting for Single Pass Instanced support for a while now! Will this be released until March?
     
  20. drcrck

    drcrck

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    Most likely in March
     
    xavier-ateo likes this.
  21. MDADigital

    MDADigital

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    March came and went, how are things coming along with single pass instanced? :)
     
    xavier-ateo likes this.
  22. pbosteels_unity

    pbosteels_unity

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    Same problem for me... Anyone resolved this ?
     
  23. MDADigital

    MDADigital

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    Looks like dev have abandon the product sadly. :/
     
  24. leejewitt

    leejewitt

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    Anyway to expose the Alpha smoothing property to animater?
     
  25. leejewitt

    leejewitt

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    anyone know why on restart by loadscene there is 2 instances of decalmanager so stops working, i have tried commenting out the code that makes decalmanager not destroy on load but makes no diffrence
     
  26. drcrck

    drcrck

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    May 23, 2017
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    Ultimate Decals 1.1
    — Added global sorting
    — Added 2020.3 support (built-in and URP 10.5)
    — Fixed minor bugs

    fixed now

    not yet, in future versions
     
  27. stuart567

    stuart567

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    Jun 21, 2017
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    3
    Does anyone else get the issue in VR where the decal doesn't work for your right eye?
     
  28. drcrck

    drcrck

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    May 23, 2017
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    UD is deprecated. I'm done with Asset Store, but if I ever have time to clean it up, I'll publish it on Github. Anyway, if you purchased it in 2022, please submit a refund request with your invoice ID to drcrck@gmail.com.
     
  29. Morseliot

    Morseliot

    Joined:
    Jan 10, 2015
    Posts:
    71
    Hi, it's written that it supports up to 3 layer masks in Deferred, but it always one layer that is limited. It's always a first one that selected in a row of layermask. Is it a bug? Unity 2020, built-in.