![]() ![]() I was reading the script documentation a bit, but most/some classes have rather generic descriptions only. Is this referring to pooling of decal GameObject's? If that's the case, can I also choose not to use it, but use my existing GameObject pooling solution instead?Ĭan I use custom shaders / non-pbr materials for decal rendering? The description mentions it features a pooling system. Is it as simple as moving the decal into the door hierarchy? I've also animated objects (doors) where decals need to move with the door when it gets opened (think of blood spray on door). I personally would be interested how I would set up "footprint decals" and "blood decals" on arbitrary geometry, not just flat surfaces and what type of geometry might cause the decal system to give a hard time. A video that shows how to set things up would be appreciated too, as well as some performance tests / numbers. Omni-Directional decals now support all projection typesĬlick to expand.I second that. Print projections with behaviors attached Tag based surface detection for printers Layer based surface detection for printers Renamed components to prevent naming conflicts Various optimizations, focused on main CPU thread Removed close to all memory allocations within the core system. Support for Deferred & Forward rendering paths & all shader models. Print and manipulate decals at run-time. GPU instancing with per-instance properties and atlassing.
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