{"id":808,"date":"2017-08-21T13:22:00","date_gmt":"2017-08-21T13:22:00","guid":{"rendered":"https:\/\/paul-nasdalack.com\/?p=808"},"modified":"2025-08-22T13:42:40","modified_gmt":"2025-08-22T13:42:40","slug":"underraid-decal-system","status":"publish","type":"post","link":"https:\/\/paul-nasdalack.com\/?p=808","title":{"rendered":"Underraid Decal System"},"content":{"rendered":"\n<p>I was responsible for the integration of the Dynamic Decal System, which was integrated into Unitys render pipeline<\/p>\n\n\n\n<figure class=\"wp-block-video aligncenter\" style=\"padding-right:var(--wp--preset--spacing--80);padding-left:var(--wp--preset--spacing--80)\"><video height=\"256\" style=\"aspect-ratio: 256 \/ 256;\" width=\"256\" autoplay loop muted src=\"https:\/\/paul-nasdalack.com\/wp-content\/uploads\/2025\/08\/underraid_decals.mp4\" playsinline><\/video><figcaption class=\"wp-element-caption\">The decals dynamically spawn and despawn in the game world, smoothly blending with existing decals<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Dynamic Decal System<\/h2>\n\n\n\n<p>Underraid includes persistent Area of Effect spells. To visualize these, I integrated a variation of the widely popular Deferred Decals. The Decals can be placed by artists and coders and interact with nearby decals to produce natural transitions.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">PBR Decal Shaders<\/h2>\n\n\n\n<p>To enable in-house programmers to easily create new effects.<\/p>\n\n\n\n<p>Deferred Decals work in Screen Space, which can be a bit off putting to coders. So I created a Shader API similar to Unitys Surface Shaders allowing new Effects to be integrated during production<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I was responsible for the integration of the Dynamic Decal System, which was integrated into Unitys render pipeline<\/p>\n","protected":false},"author":1,"featured_media":809,"comment_status":"closed","ping_status":"open","sticky":true,"template":"","format":"standard","meta":{"footnotes":""},"categories":[17],"tags":[24,37,23,28,29,31],"class_list":["post-808","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-project","tag-c-2","tag-commercial","tag-game","tag-graphics-programing","tag-shader","tag-unity3d"],"_links":{"self":[{"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=\/wp\/v2\/posts\/808","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=808"}],"version-history":[{"count":10,"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=\/wp\/v2\/posts\/808\/revisions"}],"predecessor-version":[{"id":820,"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=\/wp\/v2\/posts\/808\/revisions\/820"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=\/wp\/v2\/media\/809"}],"wp:attachment":[{"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=808"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=808"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/paul-nasdalack.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=808"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}