Mesh-Based Decals for High-Performance Rendering
Using Decalery Unity 1.101.0 represents a shift away from standard screen-space projected decals, which can be expensive in URP/Built-in pipelines. Because Decalery generates actual mesh geometry that conforms to the receiver’s shape, it bypasses many of the depth-buffer issues associated with traditional projection. This is particularly useful for mobile or VR projects where every draw call and fragment shader instruction is scrutinized.
Integration Tips
When deploying Decalery, be mindful of the Z-fighting mitigation settings in the provided shaders. If you notice flickering on flat surfaces, slightly increase the offset bias in the Decalery component. For runtime spawning, such as bullet holes or blood splatters, utilize the pooling system to avoid GC spikes. If you are a Bakery user, ensure you enable the lightmap backing support—this allows your decals to receive the same high-quality SH or Volume lighting as your static environment, making them look baked-in rather than slapped on.
Best Use Cases
- Static Level Design: Perfect for adding grime, posters, or architectural details to modular environments without increasing the complexity of the base textures or UV maps.
- Dynamic Combat FX: The runtime generation is efficient enough to handle persistent skidmarks and impact decals in high-action shooters without compromising the frame budget.





