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Quixel mixer decals
Quixel mixer decals






quixel mixer decals
  1. #Quixel mixer decals pro
  2. #Quixel mixer decals code

#Quixel mixer decals pro

And then you can basically use the resulting mesh and the atlases with the Standard Deferred Decals shader to (potentially) have all your decals in the scene be rendered with only 2 draw calls (keep in mind that SDD shader renders every decal with 2 draw calls and that cannot be reduced).ĭisclaimer: I did not use the Pro Draw Call Optimizer asset and did not try the approach described here. It would bake the selected materials, using Standard shader, into 1 big atlas while keeping all the channels (diffuse, metallic/smoothness, ao, specular, etc.) while creating a mesh that has the UVs necessary to work with the atlas. What I can suggest in terms of atlases and reducing number of materials and textures is this asset: There is next to no difference between SDD and the Standard shader. If Standard shader supports it mine supports it automatically. Really you can treat my shader exactly like a Standard shader.

#Quixel mixer decals code

Theoretically my shader should work 100% the same way as the standard shader works as I literary change only a fraction of the code of the standard shader. Maybe it's not the same as your situation but in mine everything works fine. Second: what do you mean that 'Alpha cutoff = 0' does not work without an instantiated camera? Do the decals not render at all? For instance in my game I have a standard Unity networking system where the player GameObject (which has the camera) is disabled at the start of the game. In any case what purpose would the zero cutoff serve? When it is just above zero you would allow every pixel through that carries any useful information and remove (clip) those that do absolutely nothing. I would need to test it to remind myself. Here are some comparison shots before and after adding decals (enlarge the images - they are huge):įirst: why would you ever need 'Alpha cutoff' to be zero? I've set it to an incredibly low number and I remember that there was a reason for it (like a graphical bug) but right now I cannot recall what was that reason exactly. does not require the recepient models to be rendered more than one time receives correct Image Based Lighting when the scene is lit with the custom skybox allows to set decals as "static" and have them receive baked and realtime Enlighten GI as well as contribute to it Here are the advantages of this system over the existing deferred decals solutions on the Asset Store: This is not the magic bullet that allows to have lit and shadowed semi-transparent objects, because lighting still happens after the GBuffer stage and still only lights one layer of objects, but it allows you to have mesh-based deferred decals that have absolutely consistent lighting with the Unity's Standard shader. I've modified the Standard shader in such a way that now you can alpha-blend models into the GBuffer.








Quixel mixer decals