Can someone explain how a Unity shader enabling this would work? Either a CG one or maybe a Shader Forge graph, no matter. I feel like I'm missing something because there is no existing system similar to UE4 material blending in Unity. There are existing examples of deferred decal implementations using Unity 5 Command…
hey guys im a second year game art student, ive been using the fwvn 2uv lofted decal setup for a project im working on and its great i have heard from a few different places that the star citizen bois have been using parallax occlusion on the decals to get them to pop more im using UE4, and i can get POM working by itself…
Hi Guys , the deferred decal shader DBuffer Blendmodes in ue4 only has 3 Dbuffers implemented in the c++ source color , rough and normal with a multi opacity spit out from the pixel shader with a float3.rgb each channel masking individual channels into the Dbuffer , this is using the EncodeDbuffer function in HLSL. you…
Sorry for the bump guys, I've been following this thread for a little while and it's become my go-to source for anything POM Decal related in UE4, so I figured this was the best place to post. Not sure if anybody saw Josh Van Zuylen's Foundary 42 Art Test, he posted it up a few weeks ago and it's absolutely stunning.…
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…
Great information! I would have question how to approach welds in perpendicular areas using decals. I'm struggling with proper normals for them. I'm using UE4 DBuffer decal material with alpha masked normal only but my main issue with his technique is how to handle decal creation when areas I try to cover are welds on…
Thank you for examples @Obscura ! What I'm having trouble is figuring out how to effectively produce this decal geometry as in my case welds are non repeating type for many assets I need to process. Above is just quick test with googled textures (need to make proper ones for best result). As you can see there are various…
It's incredibly simple, just follow those steps :D * Make your lowpoly object as usual * If you feel like it, don't bother with proper unwrap and use simple texture mapping with tiled textures (hell, if you have no serious performance considerations, drop any and all UV mapping work altogether and just use a triplanar…