Decal¶
Inherits: VisualInstance3D < Node3D < Node < Object
Node that projects a texture onto a MeshInstance3D.
Description¶
Decal
s are used to project a texture onto a Mesh in the scene. Use Decals to add detail to a scene without affecting the underlying Mesh. They are often used to add weathering to building, add dirt or mud to the ground, or add variety to props. Decals can be moved at any time, making them suitable for things like blob shadows or laser sight dots.
They are made of an AABB and a group of Texture2Ds specifying Color, normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals are projected within their AABB so altering the orientation of the Decal affects the direction in which they are projected. By default, Decals are projected down (i.e. from positive Y to negative Y).
The Texture2Ds associated with the Decal are automatically stored in a texture atlas which is used for drawing the decals so all decals can be drawn at once. Godot uses clustered decals, meaning they are stored in cluster data and drawn when the mesh is drawn, they are not drawn as a post-processing effect after.
Properties¶
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Methods¶
get_texture ( DecalTexture type ) const |
|
void |
set_texture ( DecalTexture type, Texture2D texture ) |
Enumerations¶
enum DecalTexture:
TEXTURE_ALBEDO = 0 --- Texture2D corresponding to texture_albedo.
TEXTURE_NORMAL = 1 --- Texture2D corresponding to texture_normal.
TEXTURE_ORM = 2 --- Texture2D corresponding to texture_orm.
TEXTURE_EMISSION = 3 --- Texture2D corresponding to texture_emission.
TEXTURE_MAX = 4 --- Max size of DecalTexture enum.
Property Descriptions¶
float albedo_mix
Default |
|
Setter |
set_albedo_mix(value) |
Getter |
get_albedo_mix() |
Blends the albedo Color of the decal with albedo Color of the underlying mesh.
int cull_mask
Default |
|
Setter |
set_cull_mask(value) |
Getter |
get_cull_mask() |
Specifies which VisualInstance3D.layers this decal will project on. By default, Decals affect all layers. This is used so you can specify which types of objects receive the Decal and which do not. This is especially useful so you can ensure that dynamic objects don't accidentally receive a Decal intended for the terrain under them.
float distance_fade_begin
Default |
|
Setter |
set_distance_fade_begin(value) |
Getter |
get_distance_fade_begin() |
Distance from the camera at which the Decal begins to fade away.
bool distance_fade_enabled
Default |
|
Setter |
set_enable_distance_fade(value) |
Getter |
is_distance_fade_enabled() |
If true
, decals will smoothly fade away when far from the active Camera3D starting at distance_fade_begin. The Decal will fade out over distance_fade_length, after which it will be culled and not sent to the shader at all. Use this to reduce the number of active Decals in a scene and thus improve performance.
float distance_fade_length
Default |
|
Setter |
set_distance_fade_length(value) |
Getter |
get_distance_fade_length() |
Distance over which the Decal fades. The Decal becomes slowly more transparent over this distance and is completely invisible at the end.
float emission_energy
Default |
|
Setter |
set_emission_energy(value) |
Getter |
get_emission_energy() |
Energy multiplier for the emission texture. This will make the decal emit light at a higher intensity.
Vector3 extents
Default |
|
Setter |
set_extents(value) |
Getter |
get_extents() |
Sets the size of the AABB used by the decal. The AABB goes from -extents
to extents
.
float lower_fade
Default |
|
Setter |
set_lower_fade(value) |
Getter |
get_lower_fade() |
Sets the curve over which the decal will fade as the surface gets further from the center of the AABB.
Color modulate
Default |
|
Setter |
set_modulate(value) |
Getter |
get_modulate() |
Changes the Color of the Decal by multiplying it with this value.
float normal_fade
Default |
|
Setter |
set_normal_fade(value) |
Getter |
get_normal_fade() |
Fades the Decal if the angle between the Decal's AABB and the target surface becomes too large. A value of 0
projects the Decal regardless of angle, a value of 1
limits the Decal to surfaces that are nearly perpendicular.
Texture2D texture_albedo
Setter |
set_texture(value) |
Getter |
get_texture() |
Texture2D with the base Color of the Decal. Either this or the texture_emission must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
Texture2D texture_emission
Setter |
set_texture(value) |
Getter |
get_texture() |
Texture2D with the emission Color of the Decal. Either this or the texture_emission must be set for the Decal to be visible. Use the alpha channel like a mask to smoothly blend the edges of the decal with the underlying object.
Texture2D texture_normal
Setter |
set_texture(value) |
Getter |
get_texture() |
Texture2D with the per-pixel normal map for the decal. Use this to add extra detail to decals.
Texture2D texture_orm
Setter |
set_texture(value) |
Getter |
get_texture() |
Texture2D storing ambient occlusion, roughness, and metallic for the decal. Use this to add extra detail to decals.
float upper_fade
Default |
|
Setter |
set_upper_fade(value) |
Getter |
get_upper_fade() |
Sets the curve over which the decal will fade as the surface gets further from the center of the AABB.
Method Descriptions¶
Texture2D get_texture ( DecalTexture type ) const
Returns the Texture2D associated with the specified DecalTexture. This is a convenience method, in most cases you should access the texture directly.
For example, instead of albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)
, use albedo_tex = $Decal.texture_albedo
.
One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example:
for i in Decal.TEXTURE_MAX:
$NewDecal.set_texture(i, $OldDecal.get_texture(i))
for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)
{
GetNode<Decal>("NewDecal").SetTexture(i, GetNode<Decal>("OldDecal").GetTexture(i));
}
void set_texture ( DecalTexture type, Texture2D texture )
Sets the Texture2D associated with the specified DecalTexture. This is a convenience method, in most cases you should access the texture directly.
For example, instead of $Decal.set_texture(Decal.TEXTURE_ALBEDO, albedo_tex)
, use $Decal.texture_albedo = albedo_tex
.
One case where this is better than accessing the texture directly is when you want to copy one Decal's textures to another. For example:
for i in Decal.TEXTURE_MAX:
$NewDecal.set_texture(i, $OldDecal.get_texture(i))
for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)
{
GetNode<Decal>("NewDecal").SetTexture(i, GetNode<Decal>("OldDecal").GetTexture(i));
}