wrote a bunch of special code specifically to create a decal buffer that used the camera depth normal texture to project everything onto a specific rendering layer in unity, kept running into bugs and edge cases, was losing my mind. the idea was to use this to show which units were selected in an rts
deleted it all, set the terrain render queue to 1950, wrote a shader that draws a circle and doesn't zwrite and set its render queue to 1975, made everything else render at 2000. works perfectly, dramatically more performant, took like 10 minutes after 5 hours of work
i also like how much better it looks because the selection circles are always perfectly circular
