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Releases: naelstrof/SkinnedMeshDecals

Code cleanup, distribution of responsibility.

17 Jan 21:59
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  • 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.

15 Aug 18:20
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  • 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.

05 Jun 02:50
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From this video here, I learned that I can just turn on conservative rasterization to remove these artifacts.

conservative rasterization comparison

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",
  }
}