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Setting Up Development Environment
High-Level Systems
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
Double Precision Coordinates
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.


A decal is a material projection on the surface. In fact, decals perform changing material parameters of the surface on which these decals are projected. It allows you to add a lot of additional details at basically no performance cost. Decals are rendered in buffers (they change buffer textures) and works only with deferred objects. A decal is a perfect object for bullet holes, bloodstains, ashes, etc.

Decals support decal_base material only. The behavior of decals is similar to detail textures of the material.

By using Water Decal option, decals can be displayed on the top of the water surface. This option can be used to create different effects on the water surface: floating branches, leaves, etc.

Projected Decal with normal map.

Types of Decals

UNIGINE features the following types of decals:

  •   Orthographic Decal is a decal projected onto a surface by means of orthographic projection.
  •   Projected Decal is a decal projected onto a surface by means of the perspective projection.
  •   Mesh Decal is a decal based on the arbitrary.mesh file and projected onto a surface by means of the orthographic projection.

See Also

Last update: 2017-07-03
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