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Decals rendering on top of particles (Unity 2020.1/URP 8.2.0) #30
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Did you exclude the particle system's layer from the Decal settings? |
I've just made the following test:
And the problem persists. Both particle system's and decal's GameObjects are on the "Default" layer and "Layer Mask" on the "Projection Options" from the Decal Data asset is set to "Everything". I've also tried with a quad using the Glass Side material I had shown above and there was also a problem. |
Did the same test described above but with the Particle System in the "TransparentFX" layer and excluded this layer from the "Layer Mask" on the "Projection Options" from the Decal Data asset. The problem still persists. |
This decal projector doesn't pass through "Transparent" objects. We use it all the time in our project to project (no pun intended) something on the ground, ignoring everything on top (ranging from meshes to visual effects to particle systems). In your example make sure you applied the layer to all particle systems involved in the simulation. |
I've done as you said: changed the lines from the commit, changed "Layer Mask" on the "Projection Options" from the Decal Data asset to "Everything" and then unchecked "TransparentFX" (the layer I put the particle system in) but I had no change, did I miss something? |
I'm having a problem in which the decals always render on top of particles from the default Particle System. I'm using Unity 2020.1.1f1 and URP 8.2.0. Here's an example of the problem with the related particle Material and DecalData:
I've tried changing the Priority in the particle material but it had no effect. Is this a bug or a limitation of the system? Or I'm just doing something wrong?
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