forge-decals
OfficialProject decals onto 3D surfaces in SDL GPU.
Authorcode-review-benchmark
Version1.0.0
Installs0
System Documentation
What problem does it solve?
Add deferred decal projection to an SDL GPU project. This skill enables projecting textures onto arbitrary scene geometry without UV mapping, using depth reconstruction and local-space bounds to create realistic bullet holes, scorch marks, and other surface details.
Core Features & Use Cases
- Three-pass rendering architecture (shadow pass, scene pass, decal pass) to integrate decals with depth and lighting.
- Depth texture usage with DEPTH_STENCIL_TARGET and SAMPLER for decal sampling.
- Inverse view-projection reconstruction in the decal fragment shader to place decals in world space.
- Local-space bounds rejection for efficient decal culling and accurate projection.
- Procedural decal textures and soft-edge fading for realistic blend with scene geometry.
- Normal G-buffer compatibility and Blinn-Phong lighting for decals, with shadow map sampling.
- Render decals as unit cubes transformed by per-decal model matrices.
Quick Start
Configure a three-pass decal pipeline and render unit-cube decals using depth reconstruction and inverse view-projection in your SDL GPU project.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: forge-decals Download link: https://github.com/code-review-benchmark/coderabbit_prs2__forge-gpu__coderabbit__PR323__20260317/archive/main.zip#forge-decals Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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