Blood Decals – Retro Style Decal Pack


Blood Decals - Retro Style Decal Pack


by Revolving Pizza Games


Price History +

Create blood stains, splatters, pools, drips, and horror scene details with a collection of 36 retro style blood decal prefabs. The pack includes small decals, large floor decals, and vertical drip decals designed for easy scene dressing in horror games, dark fantasy environments, combat scenes, and retro-inspired projects.


Blood Decals features a distinct low-resolution texture style, combined with crisp filtering, creating a unique aesthetic that blends retro charm. It captures a nostalgic feel without the limitations of old game engines or consoles.


The included showcase scene displays all decal prefabs together for easy browsing. Atlas-based materials are included for drag-and-drop prefab use, while the original individual blood textures are also provided for users who want more control.


KEY FEATURES

  • 36 blood decal models and prefabs
  • 8 drip decals
  • 12 large decals
  • 16 small decals
  • 6 atlas materials
  • 6 atlas textures
  • Individual blood textures included separately
  • Small decals use 1x1 plane models
  • Large and drip decals use 2x2 plane models
  • Prefabs are slightly offset to help reduce z-fighting during placement
  • Drag-and-drop ready prefabs
  • Showcase scene included

TEXTURES AND MATERIALS

  • 6 atlas textures and materials, along with individual blood textures separated by Drip, Large, and Small categories.

Materials are prepared for the Built-in Render Pipeline and can be easily converted to URP.


Converting to URP

  • Select all materials (they should appear magenta), from the top menu, click Edit > Rendering > Materials > Convert Selected Built-in Materials to URP.
  • For Unity 6, open Window > Rendering > Render Pipeline Converter. Select the Built-in pipeline as the source and choose your target pipeline. Select “Material Upgrade,” then click “Initialize and Convert.”
  • Ensure all textures have their Filter Mode set to “Point (no filter)” to prevent blurriness.
  • Texture Compression should be set to None.

No custom shaders are used. Materials are compatible with URP and HDRP, though HDRP has not been explicitly tested.


NOTE: Environment assets shown in preview images are not included. They are used only to demonstrate decal placement.