I am not sure how blending with the underlying surface works in your UE4 shader (i.e. whether it's an opaque shader that does no alpha blending and just outputs a result duplicating the underlying surface for areas with "One around the button" material; or whether you're doing proper alpha blending that requires no…
Hey guys, I have read through the thread and it's good to see that you have made progress with a decal technique which can be used in UE4. From what I've gathered you can now use the DBuffer material on a static mesh which will write only normal/roughness information into the render pass and gives realistic results. The…