Version: Unity 6 (6000.0)
Language : English
Decals in the Built-In Render Pipeline
Projector component reference for the Built-In Render Pipeline

Prepare materials for projection in the Built-In Render Pipeline

Use a Projector component to create effects such as:

  • Decal effects, like bullet holes or paint splatters
  • Blob shadows
  • Stylized lighting effects
  • The effect of a real-world projector, using another CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
    See in Glossary
    that renders to a Render TextureA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
    See in Glossary

Note: This workflow is compatible only with the Built-in Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
. For similar functionality in other render pipelines, see Decals and projectors.

A Projector creates a Blob Shadow for a robot
A Projector creates a Blob Shadow for a robot

A Projector works by projecting a material onto all objects that intersect its frustum. The material must use the Projector/Light or Projector/Multiply shadersA program that runs on the GPU. More info
See in Glossary
, available in Unity’s Standard Assets.

When configuring a material to use with the Projector/Light and Projector/Multiply shaders, be aware of the following:

Cookie texture:

  • Make sure texture wrap mode is set to “Clamp”
  • Turn on “Replicate Border” option in mipmap related import settings
  • Use uncompressed texture format
  • Projector/Shadow also requires alpha channel to be present (typically Alpha from Grayscale option is ok)

Falloff texture (if present):

  • Data needs to be in alpha channel, so typically Alpha8 texture format
  • Make sure texture wrap mode is set to “Clamp”
  • Make sure leftmost pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
    See in Glossary
    column is black; and “Border mipmaps” import setting is on.
Decals in the Built-In Render Pipeline
Projector component reference for the Built-In Render Pipeline