Create an EFFICIENT 2D Decal System from a Custom Renderer Feature (Unity Tutorial)

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Published on ● Video Link: https://www.youtube.com/watch?v=_ADb_sEihmI



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I've been wanting to learn how to create custom renderer features for a while (particularly using the new RenderGraph API) - and this was a PERFECT use case for it. Yes, if you just need to sprinkle a few permanent 2D decals into your scene you could just spawn in a sprite, but this method is EXTREMELY performat because we inject one single draw call using GPU instancing directly into the renderer. It doesn't even have the overhead of a gameObject.

And also, I try to avoid 2 camera solutions at all costs (although sometimes they can't be avoided) - but in this scenario you can use a custom renderer feature to avoid that as well!

I really hope you guys enjoy!
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Timestamps:

00:00 - what we're building
00:26 - creating the decal manager
03:33 - starting the renderer feature
07:09 - telling the renderer what to draw and where to draw it
10:48 - creating the decal shader
11:41 - setting up the renderer feature
13:11 - the render graph viewer

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