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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.
The text was updated successfully, but these errors were encountered:
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.
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.
The text was updated successfully, but these errors were encountered: