I'd like to know about know-how part of the UE4 shader too. Now UE4 deferred decals have limitations like straight uniform overriding base color/roughness/metalness without blending and lack of metalness support.
Oh good, I didn't recognise any change to the decal system. Would you mind to share a bit more details? I'm sure other guys over here http://polycount.com/discussion/comment/2555698#Comment_2555698 will be very interested in that as well.
I was excited to read your slides, but unfortunately for the most interesting part regarding decal mapping "We use a shader in UE4" you are still trying to figure it out. The screenshots are done in Unity, which is a bit confusing. I like your presentation style.
Thanks! Yeah we have been working on creating a shader for a while and have been talking to Epic about implementing something that might help us, to our amazement a few patches back they actually released this integration so you can layer texture types ontop of each other. It's very easy not with a little shader work to…
Hey! Art director from Impeller Studios here, I wanted to share some assets from our game, Starfighter Inc. that recently went live on Kickstarter. https://www.kickstarter.com/projects/impellerstudios/starfighter-inc-0 The game is a heavily narrative and combat based dog-fighting simulator using real science in our real…