Search Issue Tracker
Won't Fix
Votes
0
Found in
2022.3.7f1
2023.1.10f1
2023.2.0b5
2023.3.0a1
Issue ID
UUM-47139
Regression
No
Screen Space decals do not render into all Gbuffers
Screen space decals in deferred should render into all GBuffers. Currently they only render into the Emissive/GI/Lighting buffer.
Steps to reproduce:
# Open attached project
# Look at the game view
Expected: Decal projects areas that are completely smooth and metallic
Actual: Decal doesn't modify the GBuffers and therefore inherits the smoothness, metallic and AO of whatever was underneath.
Side note:
Screen space decals seem to be injected after SSAO. This results in an unnecessary render target switch as the decals could be rendered right after the GBuffer pass in stead. Would be great to see this fixed as well!
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- TextMeshPro Shader "Mask" field does not update in Inspector when changing value
- Changing URP settings when a Shader Graph is open throws errors and renders the opened Shader Graph Asset useless
- GameObject cannot be renamed when right clicked and a different Editor window is in focus
- Objects are cleared when preloading a Pool during startup functions with Domain Reload disabled
- The text underline partially disappears when the bold effect is applied with certain fonts in the UI Builder
Resolution Note:
this is not supported (decals affect base color, emission color and normals, no metallic and smoothness)
we need a featur request if this is needed