# Decal The Decal Master Stack material type enables you to author decals that you can [project](Decal-Projector.md) or place into your Scene. The Decal Master Stack material type is similar to the standard [Decal Shader](Decal-Shader.md), except that you cannot use this version to author decals projected on transparent materials. ![](Images/HDRPFeatures-DecalShader.png) ## Creating a Decal Shader Graph To create a Decal material in Shader Graph, you can either: * Modify an existing Shader Graph. 1. Open the Shader Graph in the Shader Editor. 2. In **Graph Settings**, select the **HDRP** Target. If there isn't one, go to **Active Targets,** click the **Plus** button, and select **HDRP**. 3. In the **Material** drop-down, select **Decal**. * Create a new Shader Graph. 1. Go to **Assets > Create >Shader Graph > HDRP** and click **Decal Shader Graph**. ## Contexts [!include[](snippets/master-stacks-contexts-intro.md)] ### Vertex Context #### Default [!include[](snippets/shader-graph-blocks/vertex-position.md)] [!include[](snippets/shader-graph-blocks/vertex-normal.md)] [!include[](snippets/shader-graph-blocks/vertex-tangent.md)]
Property Description Setting Dependency Default Value
#### Relevant This Master Stack material type adds all its Vertex Blocks to the Vertex Context by default and has no extra relevant Blocks. ### Fragment Context #### Default When you create a new Decal Master Stack, the Fragment Context contains the following Blocks by default: [!include[](snippets/shader-graph-blocks/base-color.md)] [!include[](snippets/shader-graph-blocks/alpha.md)] [!include[](snippets/shader-graph-blocks/normal-tangent-space.md)] [!include[](snippets/shader-graph-blocks/normal-alpha.md)] [!include[](snippets/shader-graph-blocks/metallic.md)] [!include[](snippets/shader-graph-blocks/ambient-occlusion.md)] [!include[](snippets/shader-graph-blocks/smoothness.md)] [!include[](snippets/shader-graph-blocks/maos-alpha.md)] [!include[](snippets/shader-graph-blocks/emission.md)]
Property Description Setting Dependency Default Value
#### Relevant This Master Stack material type adds all its Fragment Blocks to the Fragment Context by default and has no extra relevant Blocks. ## Graph Settings ### Surface Options | **Setting** | **Description** | | ---------------------------- | ------------------------------------------------------------ | | **Affect BaseColor** | Indicates whether the decal shader affects the base color of materials it is projected or placed on. | | **Affect Normal** | Indicates whether the decal shader affects the normals of GameObjects it is projected or placed on. When enabled, the shader uses the **Normal** Block to override the receiving Material's normals. | | **Affect Metal** | Indicates whether the decal shader affects the metallic property of materials it is projected or placed on. When enabled, the shader uses the **Metallic** Block to override the receiving Material's metallic property. | | **Affect Ambient Occlusion** | Indicates whether the decal shader affects the ambient occlusion property of materials it is projected or placed on. When enabled, the shader uses the **Ambient Occlusion** Block to override the receiving Material's ambient occlusion. | | **Affect Smoothness** | Indicates whether the decal shader affects the smoothness property of materials it is projected or placed on. When enabled, the shader uses the **Smoothness** Block to override the receiving Material's smoothness property. | | **Affect Emissive** | Indicates whether the decal shader affects the emission property of materials it is projected or placed on. When enabled, the shader uses the **Emission** Block to override the receiving Material's emission property. Emissive Materials appear self-illuminated and act as a visible source of light. This property does not work with receiving Materials that are transparent. |