Probably the clearest explanation (not just explaining the 'hows' but also the 'whys'!!) I've ever seen on a unity tutorial, I'm so pleased I found your channel!
@JackFranzenCode Жыл бұрын
This video is a bit out-dated now that URP comes with it's own Decal Projector and shader (with a few more features), but I still found it extremely helpful. I'm trying to write a spherical version and the only reason I was able to get started on it was with your help
@danielilett Жыл бұрын
I considered making a follow-up video about URP's decal projector - in fact, I may still do so! But I'm glad this helped you out.
@tharsis3 жыл бұрын
And here I was reading tutorials stating that you needed to grab all meshes that intersected the cube, cut them apart to isolate the regions only within the cube and then construct a new 'decal mesh' that's projected onto the surface. This is so much easier, and given I've used similar tricks elsewhere for post processing, I'm baffled I never thought of it for decals. Thanks!
@jamestanubrata6782 Жыл бұрын
How to do in Amplify shader
@Alimentasable3 жыл бұрын
Great work! Is there a way to make it only draw on some materials/layers and not others? Also can this be modified to work as a lit material and work with lighting/shadows?
@nikefootbag3 жыл бұрын
So good. Thanks for making this!
@StoffCreates Жыл бұрын
This is a bit of an older video so might not get a response but I was trying to pair this with shurikan particles but the particle system doesn't pass the position on to the shader. (not trying to get it to work with individual particles, just the system position.) Is there any way to accomplish this? Ether way thanks for the tutorial! It has been very helpful even without the particle applications.
@sashamakeev75473 жыл бұрын
Godlike! Works perfectly for vr too.
@exitstorage45672 жыл бұрын
Is there a way to make this shader work in a particle system that spawns boxes?
@L1DER323 жыл бұрын
URP decals (port from HDRP) are coming in 2021.2 which should release by the end of this year (in couple of months) but this is also cool!
@danielilett3 жыл бұрын
Looking forward to it! I knew they were on the roadmap, although I didn't realise they were in a beta release when I started making this video. I usually stick to LTS versions if I can, but it's good to know they're getting through the backlog of features.
@ultmatepotato2 жыл бұрын
Hello freeman, lighthouse point is right around the corner, and they have a life supply of decals if u needed any
@何家荣-x5o2 жыл бұрын
说的好好呀,不过我想问问怎么可以在Particle system里面使用呢??
@silverxu1944Ай бұрын
同问QAQ
@bakuman61 Жыл бұрын
idk how u do it but you always fix my problems. tyvm
@KillerGameDev2 жыл бұрын
On the real, Im bout to do some crazy stuff with this. Thanks man
@moonasha7 ай бұрын
even after unity's decal shader is in URP this tutorial is useful, because they have completely dropped the ball and left yet another bug in for years... If you have a terrain with more than 4 (i.e. more than 1 render pass) terrain layers, those passes are performed on top of the decal because they don't have transparency information or whatever. Who teh hell knows. I ended up having to create a custom decal just for terrain. This decal works lit by the way, it just gets wonky when you're looking through the decal cube thing. So you really need to keep it thin so the player never looks through it. I really doubt any of this is performant, I definitely wouldn't use it for scenery, just for dynamic stuff that fades quickly. Also if there was same way to do angle fade with shadergraph like with unity's decal, it would be nice
@wimm-19 ай бұрын
Thanks man, you helped me a lot!
@_skol11523 жыл бұрын
Great job! But what about the decal atlases? Or how to convert or apply some prepared UV space (smth like trims but with boxed meshes) to the needed screen position?
@deepakdevaraj31072 жыл бұрын
This decal isn't visible in Game mode. I've gone through this tutorial and double-checked my Shader Graph and it's like-for-like. But I can't see the decals in game mode. I'm not sure what's wrong.
@bushidoben59 Жыл бұрын
Super usefull and well explained, thx ! I have the need of making the "non-y" surfaces invisible, like an "angle fade" to avoid stretched texture on vertical surfaces. I'm struggling with this, not knowing how to add this feature to your shader 😢 Could you please give me a direction I could go ? It would be super kind of you !
@billcritchomatic99833 жыл бұрын
I know you only mentioned UV tiling & offset but would it be possible to explain how to control the position of the sampled area of the texture? For example, if you had a sheet of decals and you wanted to selectively pick a particular cell. I used NiloCat's its great, but I do not need a slick mechanism just a value would be enough and my project is stuck at 2020 for now.
@danielilett3 жыл бұрын
I don't know if this reply is too late, but would the Flipbook node be useful for what you want? That node lets you slice the texture sheet into a grid and pick which tile you want to sample. I haven't tried to incorporate that with the decal shader and tbh I'm not entirely sure what would happen if you try using it, or where exactly it would go on the graph, but that's where I would start!
@murrischcat90983 жыл бұрын
Looks really great! Collins shader is using the HLSL right? Is it possible to calculate world lighting with it? With GLSL I could just include lighting package. Or within shader graph?
@kostas10033 жыл бұрын
How to make decal actually wrap around a corner or a cylinder, without distortion or stretching?
@fixdev3 жыл бұрын
Excellent Work. Congrats!
@dacarly13302 жыл бұрын
anyone know what to do if the "Universal render pipeline: option is missing under "shader?" I am currently in Unity version 2021.3.2f1.
@LetuscontinueBlending Жыл бұрын
Does the shader also work on srp? Well I have tested it convertet the entire shader to the built in render pipeline but it doesn't seam to work at all it's all just simply transparent. The nodes are all the same and it is all correct also in the graph setting. So why could it not work?
@alek_andros_7.623 жыл бұрын
Is this shader expensive for mobile?
@Nyx_z_3 жыл бұрын
Is there any way to make the shader appear in only one gameobject? or just a layer?
@Droobie032 ай бұрын
Is it possible for the decals to be animated?
@danicarco3 жыл бұрын
One of the best tutorials I watched, thank you very much!
@孙宇翔-o7b2 жыл бұрын
thank you, nice tutorial!!!
@halbzwilling3 жыл бұрын
Genius! I'll use this as a raycast visualiser in my VR parcour game 😍 I'll tweet at you when I get it to work :)
@westparezal2 жыл бұрын
not working in standard shader... but why? Think it should..
@k-millegalo2 жыл бұрын
these stickers works in round surfaces too?
@christopherfarrell-artist35573 жыл бұрын
Thank you Daniel. Very clear instructions.....and thank you for not using the 4k screen res to show us the example in shader graph - there are so many tutorials where is difficult to see what is going on due to high resolutions.
@danielilett3 жыл бұрын
Haha thanks! I've certainly evolved from some of my earliest videos where I just showed my 1440p screen at full resolution. I'm glad I discovered the little-known trick of, uhh, zooming in on the nodes :p
@P0Omah3 жыл бұрын
Is there a way to extend this to be able to limit decals to only be able to be projected on objects of certain layers?
@odo4323 жыл бұрын
I'm going to assume this is possible as there are paid assets which seem to have this capability. Don't know how to do it myself as I'm terrible with shaders.
@antn9083 жыл бұрын
@@odo432 What if you put the decal object on a layer and disable collision of that layer with the layer you don't want it to be projected on? Could that maybe work?
@sashamakeev75472 жыл бұрын
Hi there again. Now as URP has its own version of Decal renderer i have some problems with it. To be more accurate it is layering problem. I need decals for environment only. And decals for dynamic objects only. I managed to achieve this effect with your decals setup. But i have 2 issues with it now. First they are not affected by lighting. So they are still bright even in shadows. Second if camera gets inside the cube decal is not rendered. Can you assist me with this by anny chance? PS So setting in shader graph to render only backfaces solved issue with camera inside cube.
@theoliemnorell68582 жыл бұрын
Is there a way for this to work with camera stacking? I am rendering arms on an stacked camera and want to have a decal on the arms but the decal does not render.
@matthew_cc60242 жыл бұрын
Hi i tried it on Unity 2020 and work very well on editor, but it not visible in android build.. any ideas??
@nugiemurpy2 жыл бұрын
what if I want the decal to only stick to one particular object?
@YasserSedrati2 жыл бұрын
Unfortunately this didn't work in webGL (works in editor), is there anything can I change so it will work in webGL???
@starbuck39802 жыл бұрын
And how you can make a shader decal in hdrp with shadergraph?, i tried to make a hdrp decal shader graph but doesnt work, i just added a texture of caustics to project on a terrain using the HDRP decal projector but doesnt project anything with my custom shader, if i use the default decal shader unity gives it works. Tried also adding it to a cube but nothing happens
@badjano2 жыл бұрын
I went through this tutorial a thousand times, but my image only appears when I get really close to the cube and a bit distorted, I have no idea what I'm doing wrong
@DonionTech3 жыл бұрын
Great tutorial! Im having an issue with the decals on the Quest 2 (android). Works perfect on desktop but decals just dont show up on the quest. I have the depth buffer on any Ideas?
@Kostas21r3 жыл бұрын
same problem here, did you manage to resolve it?
@DonionTech3 жыл бұрын
@@Kostas21r I ended up just not using decals on quest. I think the quest doesn't allow usage of the depth buffer or something. I'm gonna have to come back to it.
@ultmatepotato3 жыл бұрын
you, are, the, best!!!!
@saikoraito3 жыл бұрын
does it work well for lit material?
@livelively38452 жыл бұрын
The shader is great. One caveat, is that I seem to have a light box over the decal which takes away from the effect. not sure if i did something wrong, but I followed step by step.. any ideas?
@danielilett2 жыл бұрын
As in, can you still see the cube with lighting on it? You might still be using a Lit graph - if you go into the Graph Settings and change the Material option from Lit to Unlit, does that fix things?
@livelively38452 жыл бұрын
@@danielilett Yes that fixed it. I would like it to work with a lit base shader though.
@Temus_2 жыл бұрын
Will it work for any shape of mesh or just on cube?
@danielilett2 жыл бұрын
The decal itself was designed with the Unity default cube in mind. You could probably tweak it to work with other meshes, but I don't know how many changes would need to be made.
@dominiauk3 жыл бұрын
Great video as always, always look forward to these, they are very much appreciated! Can I ask a basic question on shader graphs? Basically if I've created a few shader graphs already (eg. grass, wind, water) how would I say combine those with something like this? Is there a way of "calling" out to another shader at stages? Just wandering as otherwise I'd need to create say a "grass shader", then a "grass with decals" shader, "grass with x" shader etc? Thanks
@no00ob3 жыл бұрын
Not sure if you figured anything out by now but making your shader graphs into subshaders might be a way to achieve that.
@dominiauk3 жыл бұрын
Anyone know why if I had in the alpha clipping it causes the entire image to disappear? I can't see anything I've missed. Basically on the last Multiple (after branch etc) if I plug that in the Alpha then the whole thing disappears. Sorry I'm quite new to shader graph so it might be something obvious I've done wrong with the texture ?
@mayankpuri57383 жыл бұрын
i cannot use this in URP 7.2.....cuz i cant get the float node and even the grpah inspector...any work around? cuz this is what i need rn....like real quick
@maximusthegreatest2 жыл бұрын
Use Vector1
@AetherXIV2 жыл бұрын
something went wrong for me and I am so beyond my depth that I can't fix it. Don't worry about helping me. Truly respect all you who understand this...
@yiboliang83382 жыл бұрын
But.. but there is no shadow on your decals.
@endasil Жыл бұрын
Hard to hear what you say when the music is so loud.
@BrownZombie3 жыл бұрын
Awesome
@cptwoody7103 Жыл бұрын
eventhrough urp introduce custom Decal shader graph with can't use with traditional particle system . but not with your solution it can work with Shuriken particle system like this video kzbin.info/www/bejne/gqeynpeqj9Crras
@dragoneelyuu Жыл бұрын
why u skipped one of important part :D wtf? how do i make materials and where to put images 8:33