
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscndepth_decal_projector.gdshaderinspect_shader.pymaterial.trespreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- unshaded, cull_front, depth_test_disabled, depth_draw_never, shadows_disabled
- Parameters
- depth_texture (sampler2D), decal_texture (sampler2D), decal_color (vec4 = 0.95, 0.75, 0.1, 1), accent_color (vec4 = 0.08, 0.08, 0.08, 1), opacity (float = 0.9), angle_fade (float = 0.4), edge_fade (float = 0.05), stripe_count (int = 10) and 1 more
- Use it on
- A unit BoxMesh node scaled and rotated to the decal volume; its local Y is the projection axis., Optional: a decal image for `decal_texture`.
- Result
- A yellow and black hazard disc painted across the floor and wrapping onto the crate inside the box.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/depth_decal_projector/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Projects onto every opaque surface in the box, including moving characters; filter with layers if needed. Transparent objects are not in the depth buffer. The decal does not receive lighting (unshaded). Reconstructed normals are flat per pixel quad and can flicker at depth discontinuities.