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Thread: Decal System


  1. Posts
    2,894

    Decal System

    The Decal System and Decal System Pro allow you to project selected parts of materials onto existing geometry. It has been designed to be intuitively usable and highly configurable at the same time.

    Main Features
    - Outstanding editor integration
    - Draw call optimization
    - Lightmapping and LOD support

    Pro Features
    - Vertex Colors
    - Texture Atlas Assets
    - Affect Detail

    The newest versions of the Decal System require Unity 4. You find an older version here:
    Decal System 1.2.1 for Unity 3.x

    More Videos

    Last edited by Dantus; 08-14-2013 at 02:42 PM.


  2. Posts
    547
    Really nice man, just saw the video... and free is totally nice too XD
    ----
    Game Developer
    Odin Game Studio - www.odingamestudio.com.br


  3. Location
    saudia arabia
    Posts
    461
    am i reading right ? Free ?
    thank you so much


  4. Posts
    1,961
    Really nice work
    Free Game Graphics, Freeware Games http://www.reinerstilesets.de
    Die deutsche 3D Community: http://www.3d-ring.de



  5. Location
    Missouri, USA
    Posts
    528
    Looks really nice Dantus!


  6. Posts
    2,894
    Thanks for all the positive feedback and it has not even been released


  7. Location
    Greece
    Posts
    387
    Nice!

    Looking forward to test it.



  8. Posts
    94
    Awesome! Will be sure to donate after I get a chance to play with it.


  9. Posts
    2,894
    Great, such a lot of posts...

    @nuverian: Mesh based decals were always computationally expensive and will always be. I did my best to optimize it and there is certainly always room for improvements. In the case that it is not fast enough - and there will always be scenes for which this is true - you can deactivate the Interactive Update and manually update the projectors.




  10. Posts
    1,353
    edit: Whoops, I missed the part where my question was answered in the first post.
    Last edited by MarigoldFleur; 06-29-2012 at 11:00 PM.


  11. Posts
    332
    So the question is.... how many draw calls? Is it one per mesh? If you use the same texture for each mesh, is it only one draw call for all of them? Is this better or worse than the bootcamp decal system? Can you position, rotate and scale the decals through script during runtime? It looks awesome by the way!
    Developer of (the removed) Wormholes for iPhone, iPod Touch and iPad:
    http://wormholes.co.nr
    https://www.facebook.com/wormholesios


  12. Posts
    2,894
    @macdude2: Have a look at the introduction video. At 9:40 there is an explanation about the mesh creation and draw calls.
    I made some comparison with the Bootcamp implementation. What I can say is that the Decal System uses less memory and produces less geometry. On the other hand it was also slightly slower.
    It works at runtime and the project also contains a very simple implementation to demonstrate that. You can nearly to the same at runtime with scripting as can be done in the editor.


  13. Posts
    2,894
    Added a download link in the first post while it is not available in the Asset Store.



  14. Posts
    332
    Just tried it out... excellent job! It will work perfectly for my upcoming project. I was trying to use the one from the bootcamp demo, but I think yours works a ton better. Love the UI and thanks so much for making it free.
    Developer of (the removed) Wormholes for iPhone, iPod Touch and iPad:
    http://wormholes.co.nr
    https://www.facebook.com/wormholesios


  15. Posts
    2,894
    @macdude2: Great you like it! Don't forget to rate, as soon as it is in the Asset Store

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