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By Design
By Design in 2023.2.X
Votes
8
Found in
2021.3.29f1
2022.3.6f1
2023.1.7f1
2023.2.0b3
Issue ID
UUM-44735
Regression
No
Decal is not visible when the Overlay Camera Culling Mask Layer is set to the same Layer as the Decal Projector, but the Base Camera Culling Mask Layer is different
How to reproduce:
1. Open the attached “Bug Reporting.zip“ project
2. Open the “SampleScene“ Scene
3. Observe the Game view
Expected result: Decal is visible on the “Plane“ GameObjects
Actual result: Decal isn’t visible on the “Plane“ GameObjects
Reproducible with: 2021.3.29f1, 2022.3.6f1, 2023.1.7f1, 2023.2.0b3
Reproduced on: macOS 13.4.1 (Intel), Windows 10 (by reporter)
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Resolution Note:
In short, this is an edge case of the current implementation. Everything is currently working as designed.
More specifically, SSAO and decals both need Depth+Normals and this causes a DepthNormals pass to run, but this replaces a Depth Copy pass that would produce correct results. In this particular case, because the DepthNormal pass is put in place of CopyDepth, and because the overlay camera's culling mask doesn't include the layer containing the quad, no depth information is ever made available to properly render the decal. Again, this is strictly a limitation of the current implementation, and everything is working as designed.
Resolution Note (2023.2.X):
In short, this is an edge case of the current implementation. Everything is currently working as designed.
More specifically, SSAO and decals both need Depth+Normals and this causes a DepthNormals pass to run, but this replaces a Depth Copy pass that would produce correct results. In this particular case, because the DepthNormal pass is put in place of CopyDepth, and because the overlay camera's culling mask doesn't include the layer containing the quad, no depth information is ever made available to properly render the decal. Again, this is strictly a limitation of the current implementation, and everything is working as designed.