Image texture to project. Create it via texture image, and keep an alpha channel for cutout decals.
Position of the decal projector in world coordinates. Often picked from a ray/pick hit on the mesh.
Direction the decal is projected along, in world coordinates. Usually the surface normal at the hit point.
Size of the decal box on each axis. The third value is the projection depth.
Angle to rotate the decal around the projection direction, in radians.
Remove back faces from the decal mesh so it only sticks to faces pointing towards the projector.
Compute the decal using the local mesh coordinates instead of world space. Useful when the source mesh is transformed.
Depth bias used to avoid z-fighting between the decal and the surface. Negative values push the decal towards the camera.
Mesh to project the decal onto. The decal is created as a clipped child mesh hugging the surface.