Hi Harald
I need to pick your brain again.
I'm trying out Unity's URP shader
Decal Renderer. I notice the spine shaders disappear if I set the "Decal Renderer Feature". Image below explaining what is going on.
After playing around with the Spine Shader Render Queue Offset, I can see the spine shaders again. But I'd prefer not to change all "n+" spine shaders.
I also notice if I adjust the Decal setting to Screen Space, the spine shaders show up.
I'm trying to understand the documentation. But it's all going over my head... maybe you can understand it better.
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/renderer-feature-decal.html
DBuffer
Unity renders decals into the Decal buffer (DBuffer). Unity overlays the content of the DBuffer on top of the opaque objects during the opaque rendering.
Selecting this technique reveals the Surface Data property. The Surface Data property lets you specify which surface properties of decals Unity blends with the underlying meshes. The Surface Data property has the following options:
Screen Space
Unity renders decals after the opaque objects using normals that Unity reconstructs from the depth texture. Unity renders decals as meshes on top of the opaque meshes. This technique supports only the normal blending.
Selecting this technique reveals the following properties.
My question is:
For spine assets
do we need to use one type over the other? What kinds of performance issues would arise going either route.
I'll probably be diving into this topic head first next week. So I can follow up with other potential issues that come up.
Thanks for your help :nerd: