# 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 ## Screenshots ![Screenshot](screenshots/decals.png)