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…
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…
@frmdbl Are you working with Unreal Engine and have you linked your Github account to Epic's? These are the prerequisites of access to UE source code and all forks of it.
Talked to a guy from Unreal and he mentioned something about customizing DeferDecal.usf file to enable metalness and maybe other cool stuff. I'm completely no idea about coding, if anyone could figure this out and share it would be awesome.
@musashidan Don't worry, I've only been working on this for a week. It was two years ago that I asked Epic whether they would implement it themselves any time soon. Well, we know how that turned out. I'll try to see if I can cross post my findings here and on the UE forums, but you are definitely right - the forum over…
Hell yeah! Thanks to help from Dolkar, smoothness blending is now smooth! Using two passes, separate blending modes for first pass alpha, and an additive blending mode to draw smoothness in the second pass solved all issues! I'll post the shader soon.
Thanks everybody for the info! The technique for the weldings really seems to be useful, I'd love to try that out soon too. So, what I understand from your answers, blending only normals of the decals that are slightly levitating above the mesh is not possible in the CryEngine with basic materials (I'm no coder)? Also, in…
Are you using the 4.13 preview? It looks like the blend mode is greyed out for some reason. The technique will only work in that specific version of Unreal at the moment.
Here is my technique - ask if you have any q's but it should be pretty self-explainatory. The roughness map is just a combination of ambient occlusion & curvature map. You can blend the effect down by using a parametric node to darken the alpha map in instances should you want to do so.
So if I have an underlying normal map that I want to show through (like in my thing there's a bit of bump in the normal channel) or Albedo or whatever, I basically have to copy that setup (ie everything that comes before the three roughness slots) And plug those into respective channels in the decal material, right?