s&box docs

public sealed class Sandbox.Decal : Sandbox.Component

The Decal component projects textures onto model's opaque or transparent surfaces. They inherit and modify the PBR properties of the surface they're projected on.

Constructors

Showing 1 constructors

Methods

Showing 2 methods

public static void Upgrader_v2(System.Text.Json.Nodes.JsonObject json)

public static void Upgrader_v3(System.Text.Json.Nodes.JsonObject json)

Properties

Showing 20 properties

public float Sandbox.Decal.AttenuationAngle { get; set; }

Attenuation angle controls how much the decal fades at an angle. At 0 it does not fade at all. Up to 1 it fades the most.

public Sandbox.ParticleFloat Sandbox.Decal.ColorMix { get; set; }

Controls the opacity of the decal's color texture without reducing the impact of the normal or rmo texture. Set to 0 to create a normal/rmo only decal masked by the color textures alpha.

public Sandbox.Texture Sandbox.Decal.ColorTexture { get; set; }Obsolete

Obsolete: This API member is obsolete.

public Sandbox.ParticleGradient Sandbox.Decal.ColorTint { get; set; }

Tints the color of the decal's albedo and can be used to adjust the overall opacity of the decal.

public virtual int Sandbox.Decal.ComponentVersion { get; set; }

public System.Collections.Generic.List`1<Sandbox.DecalDefinition> Sandbox.Decal.Decals { get; set; }

public float Sandbox.Decal.Depth { get; set; }

The depth of the decal in world units. This is how far the decal extends into the surface it is projected onto.

public Sandbox.ParticleFloat Sandbox.Decal.LifeTime { get; set; }

How long should this decal live for?

public bool Sandbox.Decal.Looped { get; set; }

If true then the decal will repeat itself forever

public Sandbox.Texture Sandbox.Decal.NormalTexture { get; set; }Obsolete

Obsolete: This API member is obsolete.

public Sandbox.ParticleFloat Sandbox.Decal.Parallax { get; set; }

Parallax depth strength of the decal

public Sandbox.Texture Sandbox.Decal.RMOTexture { get; set; }Obsolete

Obsolete: This API member is obsolete.

public Sandbox.ParticleFloat Sandbox.Decal.Scale { get; set; }

Scale the width and height by this value

public uint Sandbox.Decal.SequenceId { get; set; }

Which sequence to use

public bool Sandbox.Decal.SheetSequence { get; set; }

public Vector2 Sandbox.Decal.Size { get; set; }

A 2D size of the decal in world units.

public uint Sandbox.Decal.SortLayer { get; set; }

Determines the order the decal gets rendered in, the higher the layer the more priority it has. Decals on the same layer get automatically sorted by their GameObject ID.

public bool Sandbox.Decal.Transient { get; set; }

If true then this decal will automatically get removed when maxdecals are exceeded. This is good for things like bullect impacts, where you want to keep them around for as long as possible but also don't want to have an unlimited amount of them hanging around. Note that while the component will be destroyed, you probably want a TemporaryEffect component on the GameObject to make sure it all gets fully deleted.

public BBox Sandbox.Decal.WorldBounds { get; set; }

Get the world bounds of this decal

Metadata

FieldValue
NamespaceSandbox
Typeclass
AssemblySandbox.Engine
Doc IDT:Sandbox.Decal

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