Files
godot-demo-projects/3d/decals
Hugo Locurcio 5f4a9e409f Use InputEventMouseMotion.screen_relative where relevant in all demos (#1232)
This provides mouse sensitivity that is independent of the viewport
size, without needing to query for project settings.

This also inverts the mouse motion direction in the 3D navigation demo
to better match expectations, and increases mouse sensitivity in the
Window Management demo to be closer to other demos.
2025-10-01 18:54:19 -07:00
..
2023-01-17 21:41:53 +01:00
2025-03-21 02:00:41 +01:00
2025-03-21 02:00:41 +01:00
2025-03-21 02:00:41 +01:00

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

Screenshots

Screenshot