5646c6a7a8 | ||
---|---|---|
.. | ||
screenshots | ||
textures | ||
README.md | ||
decal.tscn | ||
default_env.tres | ||
icon.webp | ||
icon.webp.import | ||
project.godot | ||
test.tscn | ||
tester.gd |
README.md
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: Forward+
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2736