Decals
The All In 1 3D Shader supports receiving decals from Unity's decal system. This means that decal projectors can cast onto materials using this shader, allowing you to add dynamic details like bullet holes, dirt, paint splatters, and other surface effects to your 3D objects.
Understanding Decal Support
The shader receives decals but is not a decal caster:
✅ Decal Receiver: Materials using the All In 1 3D Shader can have decals projected onto them by decal projectors
❌ Not a Decal Caster: Materials using this shader cannot themselves project decals onto other surfaces
If you need to project decals, you'll need to create separate decal projector objects rather than trying to use this shader as a decal caster.
Setup Requirements
For decals to work with your materials, you need to complete two setup steps:
1. Enable Decals in Shader Feature Configuration
Navigate to Tools → AllIn1 → 3DShaderWindow → URP Settings → Shader Feature Configuration and enable the Decals option.
This ensures the shader variant includes the necessary code to receive decals. You can read all about it in URP Shader Feature Configuration.

2. Add Decal Render Feature
The Decal Render Feature must be added to your Universal Render Data asset. You have two options:
Option A - Automatic Setup (Recommended): When you first import the asset, accept the auto-configure popup to let the asset handle the setup for you.

Option B - Manual Setup: Navigate to Tools → AllIn1 → 3DShaderWindow → URP Settings → Configure AllIn13D to work correctly with URP and press the configuration button. This will add the Decal Render Feature if it's not already present.

Creating Decal Projectors
To project decals onto your materials, you can use one of these approaches:
Default Unity Decal: Use Unity's built-in decal projector system
Custom Decal Shader: Create a custom decal projector shader in Shader Graph for more control over the decal appearance
Both approaches will work with materials using the All In 1 3D Shader.
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