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평점 만점의 리뷰가 11,000개 이상

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1 - 10 / 39개 표시
사용자 리뷰
정렬 기준
G
A Good Tool But Outdated
2 years ago
GoodAUB버전 1.24
I tested some decal tools and this one gave me the best result. Unfortunately, when using it with Unity 2022 errors fill the console. they are not critical but I am not sure if this would be the case without an update from the developer. I tried to contact the developer by email with no luck.
이 리뷰가 도움이 되었나요?
2
0
L
Not work In URP12 With Deffered renderering
3 years ago
Lukekaser버전 1.24
This tool was borken !
이 리뷰가 도움이 되었나요?
2
3
N
Asset has shader compilation errors
4 years ago
NechyporukEvgen버전 1.24
The publisher does not reply to mail messages. I have to rate it low until the publisher fixes it. The error is in all Unity versions (built-in pipeline). After adding it to the project while building, I get the error message: Shader error in 'Knife/Decals/PBR': unable to unroll loop, loop does not appear to terminate in a timely manner (234 iterations) or unrolled loop is too large, use the [unroll(n)] attribute to force an exact higher number at Assets/Plugins/Knife/Decal Master/Shaders/TerrainDecals.cginc(26) (on d3d11) Compiling Fragment program with UNITY_HDR_ON EXCLUSIONMASK TERRAIN_DECAL MULTI_TERRAIN_DECAL Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR Before the build, there were no errors in the Decal PBR shader, after the first build there was an error in the Decal PBR shader: unable to unroll loop, loop does not appear to terminate in a timely manner (234 iterations) or unrolled loop is too large, use the [unroll(n)] attribute to force an exact higher number Compiling Fragment program with UNITY_HDR_ON EXCLUSIONMASK TERRAIN_DECAL MULTI_TERRAIN_DECAL Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR And warning: gradient instruction used in a loop with varying iteration, attempting to unroll the loop Compiling Fragment program with UNITY_HDR_ON EXCLUSIONMASK TERRAIN_DECAL MULTI_TERRAIN_DECAL Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR
이 리뷰가 도움이 되었나요?
3
1
m
GpuRaycast issue
4 years ago
hi I brought the Decal Master Asset and the normal physics raycast works fine but when I tried to use the GpuRaycast to spawn decals on the SkinMeshRenderer it did not work, the problem is the GPURaycast.RaycastToRegisteredTargets() function never return a True states so that the output hitInfo value has no value to pass to the DecalReceiverHelper.SendGPURaycastInfo() function in order to spawn the decals. I want to know if this is a Must to use the GpuRaycast to spawn decals if I need to spawn decals on the SkinMeshRenderer due to the SkinnedMeshDecalReceiver.cs component is use the GPURaycastDecalsTargetInfo hitInfo value in the logic. I am using the unity 2020.3.14f1 version and a M1 MacBook Pro, I am not sure if this costing any shader computing issue. Because spawning decals on the SkinMeshRenderer as promised on the description is the main reason why I bought this asset, I would love to give this asset a high rate after solved this issue. Thank You!
이 리뷰가 도움이 되었나요?
2
1
J
Looks Great, No Android support (fixed)
4 years ago
JBR-games버전 1.24
Works good thank you.. Android Issues ? OK So Unity defaults to Open GL es2.0 a 10+ year old graphics feature set, changing Unity project setting to 3.0 fixes the issues i was having in Android builds. this is a much more modern build that supports many more graphics features like what Knife Entertainment uses.
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0
0
a
Amazing and super easy to use. Get this one!
5 years ago
armaan8014버전 1.24
I'm not sure why there are so many negative reviews. They made me skeptical, so I bought another decal asset. That one felt really unintuitive and difficult to use, so I took the plunge on this one. I'm not a very technical person, but I was able to set it up and use it within minutes. It's super intuitive, and the placement tool works perfectly (the decals actually follow curves in the wall too) I did download the 2D tilemap package as recommended by another reviewer, so maybe that was the missing piece for everyone else. This is the first review that I've written here because I felt the reviews were really unfair for such a good tool! I especially love the "blend normals" feature which I think other tools don't have. It really makes the decals look high quality as they take on the normals values of the wall/ surface behind it if you want. Get this asset!
이 리뷰가 도움이 되었나요?
3
1
c
An Excellent Tool!
5 years ago
chingwa버전 1.24
**Attention** To those who can't get the Placement Tool working, you need to go to your Package Manager and install the "2D Tilemap Editor" package! -------------- I don't know why Decal Master has this dependency, nor why this dependency isn't listed anywhere in the asset description or documentation. I only narrowed this down through focused trial and error. I'm giving this 4 stars due to the undocumented dependency frustration and a couple other little quirks (such as the Exclusion Mask feature being finicky). I have not tried getting support, so cannot comment on that personally. It's a shame to see so many low ratings on this because this really is a good asset and does it's specific task very well. The placement tool is excellent and allows easy placement of decals in your scene and on your objects without overwhelming with too many options. Even without the placement tool the underlying decal system would be well worth the price in and of itself. If you're using the Standard Deferred, then this is a great option to help enliven your scenes.
이 리뷰가 도움이 되었나요?
8
0
t
Does this work with URP ??
5 years ago
thomas4d버전 1.24
Why not clearly State what this supports OR Does NOT support ? so tried of unity assets having support different asset and pipelines, preset or all the different render systems and packages and asset aviod clearly saying what they support.
이 리뷰가 도움이 되었나요?
7
4
t
asset not working, dev not responding
5 years ago
tieum67버전 1.24
the asset works more or less. The dev is not responding to any email.
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1
3
g
Don't Buy
5 years ago
gzostx버전 1.24
The asset does not work anymore, the support does not answer, I did a question, send images about the problem, nobody answered. I ask for refund, nobody answer. I think is abandoned but they have not said nothing. Unity should do something about this, at the end the refund depend on developer and the customer is on own when it happen this things
이 리뷰가 도움이 되었나요?
3
2
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