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Will the new decal system in URP 12 contribute to overdraw?

Discussion in 'Universal Render Pipeline' started by o1o101, May 20, 2021.

  1. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    637
    Title sums up the question, if I had a large decal projected taking up a significant portion of the screen with the new decal system, would performance be similar as to having say a large alpha blended mesh based decal or how is it different?

    All the best,
     
  2. LukasCh

    LukasCh

    Unity Technologies

    Joined:
    Mar 9, 2015
    Posts:
    102
    It depends on technique. Currently URP Decal system supports three techniques:
    DBuffer (Same technique like in HDRP) - will suffer from overdraw only in dbuffer pass. As the decal are applied during the opaque object rendering.
    Screen Space - it does regular decal mesh rendering as transperante mesh, so should be same as your described scenario.
    GBuffer - will have similar cost of deferred opque object.

    In general projector discards pixels if there is no surface to project on.

    More info in docs https://docs.unity3d.com/Packages/c...ersal@12.0/manual/renderer-feature-decal.html.