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Decals
Sander van Rossen edited this page Oct 24, 2026
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A decal projects a material onto the surfaces it reaches (GameObject > Chisel > Create Decal, or Add Component > Chisel > Decal).
- Box decals project their image through a box, in the direction its blue (forward) arrow points. Surfaces turned further than the Max Angle from the direction the image comes from don't take it.
- Projection: orthographic keeps the image's size at every depth; perspective projects it from a point behind the box, like a projector (with a field of view).
- Transparent decals are drawn over the surfaces they cover. Opaque decals replace the surface where they cover it; collisions aren't affected.
- Repeat (x and y) repeats the image across the box.
- Image: the whole texture, or a tile of the material's hotspot layout (an image in a trim sheet), picked from the layout. A tile can't repeat by wrapping, so a repeated tile becomes a tile of the box for every image, the last row and column cut short.
- Target limits a decal to one surface of a brush (or all of one brush's surfaces).
- A decal belongs to the model it is a child of; a decal outside any model draws on every model in its scene.
- Overlapping transparent decals are drawn in the order of the hierarchy.
- Decals become part of the level's surfaces, so they follow them when you change the shapes.
See also Trim Decals and Hotspot Mapping.
Building geometry
- Real-time CSG
- Operations
- Generators
- Hierarchical CSG
- Subtractive Workflow
- Prefabs
- Drawing 2D Shapes
- Brush Contents
Precision
Surfaces and texturing
Output