MIT License

项目介绍

ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader 是一个托管在 GitHub 上的开源项目,主要使用 ShaderLab 编写,采用 MIT License 许可证,目前获得 1.4k 个 Star、135 次 Fork。

仓库全名
ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader
开源许可证
MIT License
Star 数
1.4k
Fork 数
135
未关闭 Issue
22

README 摘要

UnityURP-Unlit ScreenSpaceDecal Shader(SRP batcher compatible) ====================== Before adding decal After adding decal Before adding decal After adding decal(multiply blend mode) Each decal is just a unity cube GameObject, using material of this shader, nothing else. Before adding decal After adding decal: (alpha blending) (additive) (multiply) (alpha blending, tint to HDR red, extra multiply alpha to rgb in…

完整内容见 GitHub 原始 README 或本页 。

常见问题

UnityURPUnlitScreenSpaceDecalShader 用什么语言开发?

主要使用 ShaderLab 编写,采用 MIT License 许可证,目前有 1.4k 个 Star。

UnityURPUnlitScreenSpaceDecalShader 可以免费商用吗?

仓库采用 MIT License 许可证,可免费使用与修改,商业使用请遵守许可证条款(例如保留版权声明与许可声明)。

如何获取 UnityURPUnlitScreenSpaceDecalShader 的源码?

可以直接克隆仓库:git clone https://github.com/ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader.git,默认分支为 master;安装与运行步骤见仓库 README。

UnityURPUnlitScreenSpaceDecalShader 最近还在维护吗?

仓库最近一次更新为 2022年9月16日,当前有 22 个未关闭 Issue;Star 数为 1.4k,可作为社区活跃度的参考。

关于

GitHub 原始描述(英文)

Unity unlit screen space decal shader for URP. Just create a new material using this shader, then assign it to a new unity cube GameObject = DONE, now you have unlit decal working in URP

描述取自 GitHub 官方 API,保持仓库作者书写的原文。

简要分析

热度分
1646
价值分
852
活跃状态
活跃

语言占比

ShaderLab

README

UnityURP-Unlit ScreenSpaceDecal Shader(SRP batcher compatible)

Before adding decal screenshot

After adding decal screenshot

Before adding decal screenshot

After adding decal(multiply blend mode) screenshot

Each decal is just a unity cube GameObject, using material of this shader, nothing else. screenshot

Before adding decal screenshot

After adding decal: (alpha blending) screenshot (additive) screenshot (multiply) screenshot (alpha blending, tint to HDR red, extra multiply alpha to rgb in shader) screenshot (opaque) screenshot (each decal is just a unity cube GameObject) screenshot (multiply) screenshot (additive, blue tint) screenshot

(no tiling) screenshot (add 4x4 tiling) screenshot (add 4x4 tiling , alpha * 2 - 1) screenshot (add 4x4 tiling , alpha * 4 - 3) screenshot (add 4x4 tiling , alpha * 10 - 9) screenshot

When should I use this shader?

if you need to render bullet holes, dirt/logo on wall, 3D projected UI, explosion dirt mark, blood splat, projected texture fake shadow(blob shadow) … and the receiver surface is not flat(can’t use a flat transparent quad to finish the job), try using this shader.

How to use this shader in my project?

  1. clone the shader to your project
  2. First, you must enable depth texture in URP’s setting (search UniversalRP-HighQuality in your project)
  3. First, you must enable depth texture in URP’s setting (search UniversalRP-HighQuality in your project)
  4. First, you must enable depth texture in URP’s setting (search UniversalRP-HighQuality in your project)
  5. First, you must enable depth texture in URP’s setting (search UniversalRP-HighQuality in your project)
  6. First, you must enable depth texture in URP’s setting (search UniversalRP-HighQuality in your project) screenshot
  7. create a new material using that shader (right click on the shader->Create->Material)
  8. assign any texture to material’s Texture slot
  9. create a new unity default cube GameObject in scene (in Hierarchy window, click +/3D Object/Cube)
  10. apply that material to Cube Gameobject’s MeshRenderer component’s material slot (drag material on the cube)
  11. edit the GameObject’s transform so the local forward vector (blue Z arrow) is pointing to scene objects, and the cube is intersecting scene objects
  12. you should now see your new decal cube is rendering correctly(projecting alpha blending texture to scene objects correctly)
  13. (optional)edit _Color / BlendingOption, according to your needs
  14. (optional)finally make the cube as thin/small as possible to improve GPU rendering performance

Requirement when using this shader

  • Forward rendering in URP
  • _CameraDepthTexture is already rendering by unity (toggle on DepthTexture in your Universal Render Pipeline Asset)
  • For mobile, you need at least OpenGLES3.0 (#pragma target 3.0 due to ddx() & ddy())

Editor System Requirements

  • Unity 2020.3LTS or 2021.3LTS

I can see decal in scene window, but not in game window

you must enable depth texture in URP’s setting (search UniversalRP-HighQuality in your project)
If it still doesn’t work, try adding an empty renderer feature.

I can see decal in editor(both scene and game window), but not in mobile build

search “UniversalRP-MediumQuality” and “UniversalRP-LowQuality” in your project, turn on depth texture. screenshot

My Game use orthographic camera, but the decal shader doesn’t work

enable toggle “_SupportOrthographicCamera” in material

I can see decal renders correctly, but which BlendMode should I use in the material inspector?

Blend SrcAlpha OneMinusSrcAlpha // Traditional transparency

Blend One OneMinusSrcAlpha // Premultiplied transparency

Blend One One // Additive

Blend OneMinusDstColor One // Soft Additive

Blend DstColor Zero // Multiplicative

Blend DstColor SrcColor // 2x Multiplicative

https://docs.unity3d.com/Manual/SL-Blend.html

Is this shader optimized for mobile?

This screen space decal shader is SRP batcher compatible, so you can put lots of decals in scene without hurting CPU performance too much(even all decals use different materials).

Also, this shader moved all matrix mul() inside the fragment shader to vertex shader, so you can put lots of decals in scene without hurting GPU performance too much, as long as they are thin, small and don’t overlap(overdraw).

I need LOTs of decals in my game, is there performance best practice?

  • make all decal cube as thin/small as possible
  • don’t overlap decals too much for each pixel(overdraw)
  • If your camera never goes into decal’s cube volume, you should set ZTest to LessEqual, and Cull to Back in the material inspector, doing this will improve GPU performance a lot! (due to effective early-Z, GPU only need to render visible decals)
  • disable _ProjectionAngleDiscardEnable, doing this will improve GPU performance a lot!
  • enable “generate mipmap” for your decal texture, else a high resolution decal texture will make your game slow due to cache miss in GPU memory

if you do every optimzations listed above, and your game is still slow due to this decal shader, please send me an issue, I will treat it as bug.

Implementation Reference

Low Complexity, High Fidelity: The Rendering of INSIDE’s optimized decal shader

https://youtu.be/RdN06E6Xn9E?t=2153

Screen Space Decals in Warhammer 40,000: Space Marine

https://www.slideshare.net/blindrenderer/screen-space-decals-in-warhammer-40000-space-marine-14699854?fbclid=IwAR2X6yYeWmDiz1Ho4labx3zA3GATpC7fi5qNkzjEj-MYTOBpXnkIsnA3T-A

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