Open ncorns opened 1 year ago
Yeah sorry, I can't maintain the pre-mades for every version of HDRP.
Luckily, you can easily create your own, literally just need a shader that samples the _DecalColorMap
texture using the second set of UVs.
You can use Amplify, or the built-in Shader graph to do it. And I think I've actually included samples for both. Simply open and recompile them.
This is very much intended to be used with custom shaders, I highly recommend not using the examples. Though if you really wanted to use the examples, I think they used HDRP version 10.
Errors & warnings in the HDRP Shader for Unity 2022.3.4f1.
Shader error in 'Decalable/HDRP/Lit': 'GetDecalSurfaceData': cannot implicitly convert from 'float3' to 'struct FragInputs' at line 552 (on d3d11)
Compiling Subshader: 0, Pass: GBuffer, Vertex program with DECALS_4RT LIGHT_LAYERS Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS Disabled keywords: DEBUG_DISPLAY DECALS_3RT DECALS_OFF DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON INSTANCING_ON LIGHTMAP_ON SHADER_API_GLES30 SHADOWS_SHADOWMASK UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING _ALPHATEST_ON _BLENDMODE_ADD _BLENDMODE_ALPHA _BLENDMODE_PRE_MULTIPLY _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT
Shader warning in 'Decalable/HDRP/Lit': floating point division by zero at HDRP/Library/PackageCache/com.unity.render-pipelines.core@14.0.8/ShaderLibrary/CommonMaterial.hlsl(166) (on d3d11)
Compiling Subshader: 0, Pass: DepthOnly, Fragment program with AREA_SHADOW_MEDIUM _BLENDMODE_OFF Platform defines: SHADER_API_DESKTOP UNITY_ENABLE_DETAIL_NORMALMAP UNITY_ENABLE_REFLECTION_BUFFERS UNITY_LIGHTMAP_FULL_HDR UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BLENDING UNITY_SPECCUBE_BOX_PROJECTION UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS Disabled keywords: AREA_SHADOW_HIGH INSTANCING_ON SHADER_API_GLES30 UNITY_ASTC_NORMALMAP_ENCODING UNITY_COLORSPACE_GAMMA UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS UNITY_HARDWARE_TIER1 UNITY_HARDWARE_TIER2 UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING UNITY_LIGHTMAP_RGBM_ENCODING UNITY_METAL_SHADOWS_USE_POINT_FILTERING UNITY_NO_DXT5nm UNITY_NO_FULL_STANDARD_SHADER UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 UNITY_PBS_USE_BRDF3 UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION UNITY_UNIFIED_SHADER_PRECISION_MODEL UNITY_VIRTUAL_TEXTURING WRITE_DECAL_BUFFER WRITE_MSAA_DEPTH WRITE_NORMAL_BUFFER _ALPHATEST_ON _BLENDMODE_ADD _BLENDMODE_ALPHA _BLENDMODE_PRE_MULTIPLY _DISABLE_DECALS _DOUBLESIDED_ON _ENABLE_FOG_ON_TRANSPARENT _SURFACE_TYPE_TRANSPARENT