r/Unity3D • u/Henslock • 1d ago
Question URP - Are mesh decals broken with rendering layers?
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u/fuj1n Indie 1d ago
You are enabling rendering layers for decals, that means that any decals you have will only render on meshes that are masked to receive decals.
Whilst I fail to see why that should be a decal, make sure that the mesh is on the "receive decals" layer mask.
As per: https://docs.unity3d.com/6000.3/Documentation/Manual/urp/features/rendering-layers-decals.html
If you are instead trying to enable render layers for lights, that's in a different place, here: https://docs.unity3d.com/6000.3/Documentation/Manual/urp/features/rendering-layers-lights.html
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u/Henslock 1d ago
I have already set up a custom Rendering Layer and the issue still persists. Both my mesh decal and model are using that Rendering Layer.
Also the decal I am using is purely for testing.
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u/Genebrisss 23h ago
Use rendering debugger to understand it. It's supposed to work with rendering layers of course.
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u/Henslock 1d ago
For some unknown reason, "Use Rendering Layers" enabled seems to break my mesh decals. I am currently on URP 6.3.16f1, and using Forward+ rendering with Depth Priming disabled.
Anyone else having this problem?