
About this resource
Decals generated as meshes at runtime, in the way many games do it, so they follow the receiver’s shape and can be used with custom shaders and fully skinned animation. URP’s own decals are projected (DBuffer or screen-space), which is fast to apply and avoids z-fighting but is harder to use with skinning and custom shaders.
The README shows how to combine the two: use URP decals while the receiver moves or while mesh generation is still running, then swap to the Air Sticker mesh. Trade-offs listed: decal mesh generation takes time, and z-fighting can happen.


