Valorant decals approach

Hi. I did the vfx for Raze. Wyvery’s 3rd suggestion is pretty much what we did. There were earlier versions where I was using triplanar mapping but I’d get these extremely noisy seams between projection axes when the decal was projected over complex geometry like rafters, pipes, etc. Biplanar Spherical UVs are not a perfect solution because they still create undesirable pinches and bulges in some situations BUT they do give you seamless spherical UV projections for your decals. I can’t share our shader graphs but the setup’s similar to a polar coordinate function only with values derived from the absolute world and actor positions instead of the usual UV channels.

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