Releases: naelstrof/SkinnedMeshDecals
Releases · naelstrof/SkinnedMeshDecals
Code cleanup, distribution of responsibility.
- No longer do I have built-in routines for determining hit renderers, it's up to you to figure out which colliders belong to what renderers!
- You may now request textures of specific formats and modes. For example if you wanted to do signed distance fields you may want an R8, LINEAR mode texture.
- Inside out models now cause an editor-only error message that helps determine why decals aren't rendering.
Various changes.
- No more conservative rasterization. It was causing too many platform specific issues, and made it impossible to render semi-transparent decals.
- Custom dilation shader support, if dilation is enabled it will run your shader to expand the existing decal render texture.
- Decal memory is now look-ahead, it will pre-emptively clear old decal sets before allocating a new render texture.
Conservative Rasterization.
From this video here, I learned that I can just turn on conservative rasterization to remove these artifacts.
As a reminder, there's no reason to download directly from this page, I highly recommend using the package manager.
You should simply be able to add https://github.com/naelstrof/SkinnedMeshDecals.git#upm
to your package manager.
If that doesn't work, you should be able to add it to the manifest.json like so:
{
"dependencies": {
"com.naelstrof.skinnedmeshdecals": "https://github.com/naelstrof/SkinnedMeshDecals.git#upm",
}
}