forge-decals

Project runtime decals onto complex geometry in SDL GPU deferred rendering pipelines.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-decals-nebulavenus
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-decals
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-decals
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-decals-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Deferred decals enable projecting textures onto existing scene geometry without modifying meshes, allowing effects like bullet holes, scorch marks, and weathering to conform to complex geometry in real time.

Core Features & Use Cases

  • Three-pass rendering (shadow, scene, decals) that uses depth sampling and local-space projection to place decals accurately.
  • Depth reconstruction and inverse view-projection to compute world-space positions for decal projection.
  • Soft-edge fading, normal G-buffer lighting, and shadow-map sampling to produce believable decals on opaque surfaces.
  • Use Case: runtime decal placement in a game engine or visualization to annotate surfaces without UVs.

Quick Start

Define decal positions and materials and run the decal pass to project textures onto the target scene.

Frequently Asked Questions about forge-decals

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I project depth-aware decals onto complex geometry in SDL GPU?

To project depth-aware decals in SDL GPU, use a multi-pass deferred rendering pipeline that reconstructs world space positions from depth textures and projects decals within volume bounds using inverse view-projection matrices.

What are deferred decals and when do I need them in a graphics pipeline?

Deferred decals are projected textures applied onto existing scene geometry without modifying meshes. You need them for real-time effects like bullet holes, scorch marks, and weathering that conform to complex surfaces.

Do I need depth textures with DEPTH_STENCIL_TARGET usage to render decals?

Yes, rendering decals requires depth textures with DEPTH_STENCIL_TARGET and SAMPLER usage. The pipeline samples depth to reconstruct world space positions and performs local-space bounds checks for accurate projection.

How does a multi-pass decal pipeline handle lighting and shadows?

A multi-pass decal pipeline handles lighting and shadows by running separate shadow, scene, and decals passes. It samples shadow maps and uses normal G-buffer lighting alongside soft-edge fading for believable opaque surface effects.

Can I apply runtime decals to annotate surfaces without UV maps?

Yes, you can apply runtime decals to annotate surfaces without UV maps. The decal pass projects textures directly onto geometry by reconstructing world space positions from depth, bypassing the need for UV coordinates.

What's the best way to place decals in a deferred rendering pipeline?

The best way to place decals in a deferred rendering pipeline is defining decal positions and materials, then running a decal pass that uses inverse view-projection matrices and local-space projection to conform textures to depth.