URP Setup

URP Setup

Detailed setup for URP

Table of content
  1. Configure Universal Render Pipeline
  2. Set Up TextMesh Pro with Decal Shader
  3. Using the Text Decal in the Scene

Configure Universal Render Pipeline

  1. Open your Universal Renderer Data asset

    • you can find the location through Universal Renderer Pipeline Asset → Renderer List.
  2. In the Renderer Features section:

    • click Add Renderer Feature → Decal.
    • click Add Renderer Feature → Text Decal.
  3. Set Decal Technique to either DBuffer or Screen Space.

Set Up TextMesh Pro with Decal Shader

  1. Create TMP_Font Asset:

    • Select the font you want to use in the Project window.
    • Right-click the font and choose Create → TextMeshPro → Font Asset → SDF.
    • This will generate a TMP_Font Asset.
  2. Assign Text Decal Shader to the font asset:

    • Select the created TMP_Font Asset.
    • In the Inspector, locate the Atlas & Material, double click to the Font Material field value.
    • Click the shader dropdown and choose one of the following:
      • Text Decal/Distance Field SSD Unlit – Use for unlit rendering.
      • Text Decal/Distance Field SSD URP Lit – Use for lit rendering.

Using the Text Decal in the Scene

  1. Add a 3D TextMeshPro object to your scene Game Object → 3D Object → Text - TextMeshPro.
  2. Attach the Text Decal script to the object by clicking Add Component in the Inspector:
    • You can find the script at: Packages/Text Decal/Runtime/TextDecal.cs
  3. Assign the TMP_Font Asset you created with the shader applied
    • by selecting it in the Font Asset property of the TextMeshPro - Text component.
  4. Adjust Projection Depth and Rendering Layers in the Inspector:
    • Projection Depth controls how far the decal projection extends.

    • Rendering Layers allows you to control where the decal appears.