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Decals

MM_KurinAssetDecalMasked_01a and MM_KurinAssetDecalTranslucent_01a: cracks, stains and leaks, as cheap mesh decals or as Decal Actors.

Setup

  1. Pick the master (see Tips). DecalMasked: Material Domain Surface, Blend Mode Masked. DecalTranslucent: Material Domain Deferred Decal, Blend Mode Translucent.
  2. Textures: Base Color Map (opacity in alpha) + NNMR Map; no Mask Map needed.
  3. Mesh decal: a plane or strip mesh slightly above the surface, Cast Shadow off.

Base groups

Group Key parameters Tip
Opacity Opacity From Base Color Alpha? (on) Off = cut-out from a Mask Map channel
Decal UV Use Decal UV?, Decal Rotation, Decal Offset, Decal Flip U / V Rotation in turns (0.25 = 90°). All maps and parallax follow the UV

Other base groups: Core parameters.

Add-ons

Add-on Switch / key parameters What it gives
Decal Atlas Use Decal Atlas?, Decal Atlas Columns / Rows, Decal Atlas Index One image of an atlas (0 = top left): many cracks in one texture set. Keep Tiling at 1
Parallax Use Parallax?, Parallax Height Relief from the Height Map
Weather Use Weather? Wetness and rain on the decal
Lifetime Fade Use Decal Lifetime Opacity? (Translucent only) Follows the Decal Actor fade (Set Fade In / Set Fade Out)
Angle Fade Use Angle Fade?, Angle Fade Axis, Angle Fade Angle (Translucent only) No stretching down steps and curbs. Axis (1, 0, 0) for Decal Actors, (0, 0, 1) for mesh decals

Tips

  • Decal Actor: only DecalTranslucent works (projected onto any geometry, soft opacity, fades).
  • Mesh decal on a plane: DecalMasked is the cheapest (hard edge, Parallax can use Pixel Depth Offset).
  • Parallax on Decal Actors: keep it off; decals do not support Pixel Depth Offset.
  • Cost: Material Stats shows about 1,500 instructions even for an empty Deferred Decal. Compare decals only with each other, or profile in the level (ProfileGPU).