@frmdbl Can you post screenshots of the material graph and the blend mode settings of your decal material, and the decal response settings of the material on which the decal is projected?
Goals: Addendum One thing I forgot: Once I have all of this working for dbuffer decals, I like to implement it for regular deferred decals, too. I actually started with those, but getting them to blend with instead of overwriting underlying materials turned out to be more complicated than I thought. Once I'm more familiar…
@Menchen Yes, translucent decals are on my to-do list, too. In fact, emissive is one of the main reasons why I'd like to get this working. And for fully dynamic games they provide a pretty substantial performance improvement over dbuffer decals. Another thing: I don't know how well this is known, but the whole problem with…
Heads up: I merged 4.20 and everything works as far as I can see. While doing so, I noticed that there is a new decal blend mode called Ambient Occlusion. This sounds promising. But it seems that this type of decal really is for AO only, the other pins aren't even enabled. I don't quite see the usefulness in this, but what…
Optimization There are 3 areas of optimization I want to talk about. 1. Material pins: There are now two pins that deal with decal opacity: Opacity & MultiOpacity. How do they interact with each other? I decided to make it like this: If MultiOpacity is connected, the opacity will be read from this attribute, otherwise the…
I am not an engineer but one of the best decal systems to study that I have used is in the BlackOps 3 renderer, which also includes volumetric decals that shrink wrap around models. In Black Ops3 they take the all the "grunge" decal layers and render them to one final texture so it reduces rendering overhead this is done…
@Hayden_Price You are very right, mesh decals will cause z-fighting when they are perfectly aligned with the underlying mesh. That's completely expected behavior, but I realize I failed to mention it anywhere, so that's on me. There is a line of code in the stock UE mesh decal shader that offsets the decal based on the…
Been having a play around with this the last few days and I'm loving it so far, thank you so much for working on it, it'll definitely change the way I work on future projects. I found that mesh decals, when aligned perfectly to the geometry, will Z-Fight in the Decals-Plus build of Unreal, even when using non-multimasked…
@Nosslak Unfortunately, I don't. The code lives in this UE fork: https://github.com/POETindustries/UnrealEngine/tree/decals-plus and to use it, you would have to compile the engine yourself. I am very certain that I can't throw precompiled binaries of Unreal Engine around without unleashing the angry powers of Epic's…