Yeah A:I had 100% dynamic lighting (well, maybe like 99% as there were some extremely huge exterior sections which we had to lightmap but they were very small proportion of the game). We used method whereby decals have 8-bit alpha mask and directly overwrite value in the gbuffer for that pixel - so we had decals which only…
Makes sense. Ideally I'd prefer the shader not to require any information about underlying material at all. It should just blend on top - otherwise, workflow isn't really that fun to use, because you are forced to limit materials of underlying surfaces and are forced to configure tons of duplicate decal materials differing…
This is just for someone like me who might stumble upon this in the future. I was having an issue in Unreal 4 where my floating decals were too light in the shadow and too dark in the light. This issue caused me to give up on this method for the past year. So I was messing around tonight, determined to figure it out.…
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…