Follow-up from the <Decal> roadmap (previously tracked in packages/cientos/src/core/abstractions/Decal/ROADMAP.md).
Use case
Production scenes that don't need runtime decal editing should pay zero runtime cost — no extra geometry, no extra draw call.
Approach
Render every committed decal into the parent mesh's UV space (offscreen target), composite onto a copy of the host material's base map. Ship that single baked texture in production.
- Win: runtime sees a normal mesh with a normal material — massive scale-out for many decals.
- Pipeline: offline / one-shot (editor commit hook, or a CLI). Re-bake on any decal edit.
Friction
- Needs a UV-2-aware unwrap on the parent (or a second UV channel reserved for decals).
- Padding required to avoid bleeding seams.
- Loses runtime edit / reorder — bakes are immutable until the next bake.
Follow-up from the
<Decal>roadmap (previously tracked inpackages/cientos/src/core/abstractions/Decal/ROADMAP.md).Use case
Production scenes that don't need runtime decal editing should pay zero runtime cost — no extra geometry, no extra draw call.
Approach
Render every committed decal into the parent mesh's UV space (offscreen target), composite onto a copy of the host material's base map. Ship that single baked texture in production.
Friction