BRP_Real_Decal_sys.blend (1.2 MB)
here we get the closest triangle in the decal mesh per face in the textured mesh,
we get the center of the face, the normal, (p1-p2) per triangle also.
we use this info to basically build a transform matrix inverted per triangle and we also use this to mask the decal
basically we build ‘texture cord node per closest triangle’