Master offers the usual image-mapping geometries, including planar, cylindrical, and spherical. Because decals are sensitive to which patches are visible to the user, they don't do counter-intuitive things like apply to the insides and backs of objects, and they're much easier to use than most implementations of UV mapping. A decal can hold more than one image and be stamped in more than one area on an object. This can be useful for creating repeating patterns. He used Hash procedurals to create the rock, dirt, grass, and sky surfaces.
Attributes can be colors, or they can be complex ATX texture plug-ins.
Combiners include gradients and several kinds of fractal noise. It's possible to create anisotropic surfaces that react to light differently depending on the angle of view. That's unfortunate, because the fractal noise generator would be well-suited to just such a use. A 1000 x 562 render of a complex character with 2,000 patches, several 2K image maps, and large shadow maps took less than a minute on the G3. An oversampling option has been added in 7.1 to deal with this.