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Deferred Decals in Unity - (ASE)

polycounter lvl 11
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RabidRabit polycounter lvl 11
Hey everyone,

I guess I have been a little spoiled in terms of using meshed based decals in Unreal 4. The Material settings there let you have access to blend modes such as the "Dbuffer Translucent Normal" which is a nice way to blend only the normals from your trim sheets onto low poly meshes via floating geo.

In Unity I have been using Amplify Shader Editor as I feel pretty comfortable working with it after coming from the Unreal material editor but I am a bit stumped on how to recreate this effect. 

Any advice on how to go about setting up similar blend settings in Unity via ASE?  

I'll post a quick look at the material output settings:


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