Despite texture alpha source not set to ‘from gray scale,’ Unity seems to read color info from decal textures as opacity. This leads to decals we project always turning transparent the darker the base color gets, even when we manually set the alpha value of the decal to 1. To be honest we’re really looking for any simple way to project dark decals onto a surface because it seems to do this no matter what instance we try it in, including blank projects. Just trying to put cracks in concrete, we’ll take any advice or tutorials that could help with this. Thanks so much.
#URP Decals always become transparent when base color is dark
1 messages · Page 1 of 1 (latest)
Check the decal material (and or graph settings if using a custom graph) for the transparent blending mode. This behaviour looks like Additive. If you want darker colours to show, you probably want Alpha blending instead.
Can you send a screenshot of where you would access the transparent blending mode? Can’t seem to find that kind of setting - if it’s a legacy feature we would be fine with figuring out how to use the legacy decal system but also having some trouble
Is Shader Graphs/Decal a custom graph?
If so find it in assets or click the Edit button next to that. Should open in shader graph
Transparent blending mode will be under the Graph Settings tab of the Graph Inspector window
Hmm.. or not
Seems to only have whether it affects base color etc. (I'm using Unity 2022, maybe newer versions have different blend modes?)
If not maybe show your graph setup, you might have a color channel incorrectly connected to Alpha
Ok it turns out we had too many render features overlapping and it caused decals to act weirdly