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Sander van Rossen edited this page Oct 24, 2026 · 2 revisions

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.

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