Awesome thanks for that. I don't have access at the moment to UE4 as I'm away for a bit, but I assume you can use layered materials with deferred decals in UE4? For example the deferred decal layer would be providing the normal information and then I can alpha mask another material on top with all of my texture and colour…
So, there's good news and bad news. The good news is that I got selective blending to work with regular decals as well, and the performance impact is pretty minimal. The bad news is that the workflow differs a little from dbuffer decals and both implementations don't have feature parity. The most severe limitation is that…
Well this is good news, UE4 really needs a fully functioning PBR decal system! Last year I tried making a Star Citizen style environment and I found a hacky way to get the decals working, Basically it's 3 planes layered ontop of each other, the first one uses the DBuffer decal shader and effects the normal/roughness of the…
@frmdbl Nice. So, everything works as intended and what you were seeing was just the way that metals work in UE. You can confirm that by placing a plain old, regular metallic object in the scene and viewing it in unlit mode. It'll have the same grey color instead of a full white. Set metallic to 0 in the material and it…
There's been support for POM for a while, my dude. Just add a ParallaxOcclusionMapping node (you don't need that weird workaround with projected UVs at all) and you're pretty much set to go. Here's an example of it in action (not the prettiest just a quick test I did a while back): You can see the simple shader setup for…
@Johnnynapalmsc Hi! First off, I'm not quite sure what exactly your issue is. The only problem I can make out in the screenshots above is that the whole square mesh of your decal is slightly visible and I assume you want it to blend so that only the normals of the round thing are. That's because you don't put anything in…
@Johnnynapalmsc You could probably do that, but usually you wouldn't use deferred decals at all for this. You would do all the blending in your material. A performant way to blend is based on vertex color, where your floating decal planes are identified by their color. From here on out I'm going to use the word "decal" to…