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Deferred decals: not compatible with GI

Discussion in 'Unity 5 Pre-order Beta' started by cakeslice, Nov 28, 2014.

  1. cakeslice

    cakeslice

    Joined:
    Oct 18, 2014
    Posts:
    197
    Hello, I implemented a deferred decals system in Unity 5 and it's working fine, however, it's not compatible with indirect lighting (baked or realtime) since that is done in the first pass (and obviously doesn't take the modified albedo & normals from the G-Buffer)

    Is there anything I can do to fix this? Or maybe something Unity devs can change? I think that a full deferred renderer and command buffers with this limitation is a bit silly

    The only fix I can think of is the option to switch to a Light Pre Pass renderer...

    Thanks for reading.
     
    Last edited: Nov 29, 2014
    one_one likes this.
  2. cakeslice

    cakeslice

    Joined:
    Oct 18, 2014
    Posts:
    197
    UPDATE: Actually, I just realized that even with Light Pre Pass this isn't fixed (obviously since it doesn't even have an albedo rendertarget)... the problem is that GI/lightmaps are calculated in the geometry pass... they should be treated as a light and use albedo, etc... as input!
     
    Last edited: Dec 1, 2014