Open lisandroct opened 4 years ago
I'm having a similar issue but with transparency. It seems like the approach that the author is taking is pretty similar to projectors (from the legacy pipeline): in a pass re-render everything with the projected (decal) material and then overlay that on the existing geometry.
Here's a pretty useful post on why this doesn't work with projectors at least. https://forum.unity.com/threads/projector-onto-surface-that-has-alpha-cutout.555394/#post-3679798
I'm bummed -- it seems like the only good approach for vertex shaders and transparency with discarded fragments is to come up with a solution that uses a prerendered depth pass.
The decals are not correctly projected when the receiving object has vertex displacement applied. They are projected on the unmodified mesh and ignore the displacement.