@Menchen To be fair, there is no race between them in that regard. Decal shader in Unity has almost nothing to do with Unity developers, the engine is just open enough to allow you to write a shader doing that. And if it wasn't, it's open enough to allow you to rewrite the deferred renderer shaders to enable that kind of…
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 found the decals bleeding through the geometry the more far the camera is away form the object. In the object editing windows it's more visible. Does anyone know why this happens and how to counter it?
It's far from ideal, but I'd rather take double the decal geo than any of the other suggested work-arounds. It's also trivial to automate. I think I'll give it a spin on the weekend.
So, to understand the problem, you have to think about what happens internally with the normals. First, the surface shader writes them into a deferred render target in world space, outputting a normalized RGB value into some pixel representing some world space direction. Then, our decal shader writes into the very same…
Hey. That's still isn't possible with the stock version. However, this guy made an extended implementation and he included masking option for all of the passes: https://polycount.com/discussion/202328/expanding-dbuffer-decals/p1
Does this help? http://docs.cryengine.com/display/SDKDOC2/Decals If it doesn't, you could also try contacting Matthew: http://polycount.com/profile/discussions/Trevelyan%20. Maybe they have a custom shader though...
Nope-nope-nope. Obscura is not using any alpha blending, and matching position/pivot/triplanar is important not because of normals, but because it allows him to match background texture mapping on surface and decal faces.
It's just a stupid idea really, from a workflow point of view. The first one are you decals UVs, and the second is the Lightmap UVs that are also the basis for the tilable textures. The blending would be done within the materials.
Ok, so for now I am just trying to do it with one decal, since It's my first time doing this and I want to keep the variables to a minimum. Once I figure out this much, I'll try to add more types of decals and maybe try for edge scratches and stuff. I know Obscura posted the shader for his thing, but since looking at any…