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Decals Demo

An asset by Godot Engine
The page banner background of a mountain and forest
Decals Demo hero image

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Decals Demo icon image
Godot Engine
Decals Demo

This demo includes many examples of Decal nodes in action, for the purpose of showcasing Godot's rendering capabilities.The decal filter mode can be adjusted in the top-left corner:- For games with a pixel art appearance, the Nearest filter mode can be used instead of Linear.- Filter modes with Mipmaps prevent decals from looking grainy at a distance, at a small performance cost. When mipmaps are used without anisotropic filtering, decals will look blurry when viewed at oblique angles.- Filter modes with Anisotropic don't look grainy at a distance and also avoid looking blurry when viewed at oblique angles. However, filter modes with Anisotropic have a greater performance cost than enabling Mipmaps alone.Language: GDScriptRenderer: Forward+

Supported Engine Version
4.2
Version String
4.2-31d1c0c
License Version
MIT
Support Level
featured
Modified Date
1 year ago
Git URL
Issue URL

Decals

This demo includes many examples of Decal nodes in action, for the purpose of showcasing Godot's rendering capabilities.

The decal filter mode can be adjusted in the top-left corner:

  • For games with a pixel art appearance, the Nearest filter mode can be used instead of Linear.
  • Filter modes with Mipmaps prevent decals from looking grainy at a distance, at a small performance cost. When mipmaps are used without anisotropic filtering, decals will look blurry when viewed at oblique angles.
  • Filter modes with Anisotropic don't look grainy at a distance and also avoid looking blurry when viewed at oblique angles. However, filter modes with Anisotropic have a greater performance cost than enabling Mipmaps alone.

Language: GDScript

Renderer: Vulkan Clustered

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README Screenshot

This demo includes many examples of Decal nodes in action, for the purpose of showcasing Godot's rendering capabilities.

The decal filter mode can be adjusted in the top-left corner:

- For games with a pixel art appearance, the Nearest filter mode can be used instead of Linear.
- Filter modes with Mipmaps prevent decals from looking grainy at a distance, at a small performance cost. When mipmaps are used without anisotropic filtering, decals will look blurry when viewed at oblique angles.
- Filter modes with Anisotropic don't look grainy at a distance and also avoid looking blurry when viewed at oblique angles. However, filter modes with Anisotropic have a greater performance cost than enabling Mipmaps alone.

Language: GDScript

Renderer: Forward+

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Quick Information

0 ratings
Decals Demo icon image
Godot Engine
Decals Demo

This demo includes many examples of Decal nodes in action, for the purpose of showcasing Godot's rendering capabilities.The decal filter mode can be adjusted in the top-left corner:- For games with a pixel art appearance, the Nearest filter mode can be used instead of Linear.- Filter modes with Mipmaps prevent decals from looking grainy at a distance, at a small performance cost. When mipmaps are used without anisotropic filtering, decals will look blurry when viewed at oblique angles.- Filter modes with Anisotropic don't look grainy at a distance and also avoid looking blurry when viewed at oblique angles. However, filter modes with Anisotropic have a greater performance cost than enabling Mipmaps alone.Language: GDScriptRenderer: Forward+

Supported Engine Version
4.2
Version String
4.2-31d1c0c
License Version
MIT
Support Level
featured
Modified Date
1 year ago
Git URL
Issue URL

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