Inheritence

Summary

The Decal component projects textures onto model's opaque or transparent surfaces. They inherit and modify the PBR properties of the surface they're projected on.

Constructors

Decal

Properties

AttenuationAngle Attenuation angle controls how much the decal fades at an angle. At 0 it does not fade at all. Up to 1 it fades the most.
ColorMix Controls the opacity of the decal's color texture without reducing the impact of the normal or rmo texture. Set to 0 to create a normal/rmo only decal masked by the color textures alpha.
ColorTextureobsolete
ColorTint Tints the color of the decal's albedo and can be used to adjust the overall opacity of the decal.
ComponentVersion
Decals
Depth The depth of the decal in world units. This is how far the decal extends into the surface it is projected onto.
LifeTime How long should this decal live for?
Looped If true then the decal will repeat itself forever
NormalTextureobsolete
Parallax How long should this decal live for?
RMOTextureobsolete
Rotation Scale the width and height by this value
Scale Scale the width and height by this value
SequenceId Which sequence to use
SheetSequence
Size A 2D size of the decal in world units.
SortLayer Determines the order the decal gets rendered in, the higher the layer the more priority it has. Decals on the same layer get automatically sorted by their GameObject ID.
Transient If true then this decal will automatically get removed when maxdecals are exceeded. This is good for things like bullect impacts, where you want to keep them around for as long as possible but also don't want to have an unlimited amount of them hanging around. Note that while the component will be destroyed, you probably want a TemporaryEffect component on the GameObject to make sure it all gets fully deleted.
WorldBounds Get the world bounds of this decal

Static Methods

Upgrader_v2
Upgrader_v3
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