I haven't had much luck in finding a tutorial (might be using wrong key words) on how to make a decal that is both transparent and opaque with desirable results, so I figured I'd post mine here.
Just figured this out yesterday as I was playing around with the material editor.
Here's the shader network. Set the Blend Mode to BLEND_AlphaComposite.
Without interpolating between black and the texture with the alpha map, you get this where parts of the texture aren't completely masked and appear transparent.
Here's an example of the decal applied to a surface.
Here's another example comparing between AlphaComposite and Masked
AlphaComposite:
Masked:
With AlphaComposite, you don't really get that sharp edge like the Masked blend mode.
Anyway, hope you all find this useful.
Replies
You should probably be comparing Blend_Masked vs. Blend_Translucent. In other game engine tech these could be called 1-bit alpha vs. 8-bit alpha. With Blend_Masked, texels are either fully opaque or fully transparent, with no blending, and thus the Opacity Mask input is activated on your material. With Blend_Translucent, you get the full 8-bit range of translucency and the material's Opacity input gets activated.
There are different pro's and con's for using masked and translucent materials and it all depends on the circumstance. For what you're trying to achieve in the example you're showing I would simply use a Blend_Translucent material with the blend values stored in the alpha channel of your diffuse texture. Also, if you're not already, make sure you're using a Decal Material instead of a regular material.
I can't remember the exact details, but a few years back, I was playing around with the blending modes and just not getting the end result I was looking for.
Has the BLEND_Translucent always been this way? I'm really curious what I was doing back then because the solution you gave me was really simple.
Anyway, BIG THANKS!