I need the blood stain to be much more opaque under static lighting (can’t change all my lights to stationary as it’s too much performance loss). I have tried playing around with the material, going through all the translucency settings and even tried the DBuffer tweak which hasn’t worked at all.
Any suggestions on how to set up the material properly so I can have a masked decal show up correctly under static lighting?
Dont use it as a translucent material. With static lights the material will get a shadow and show through. Instead make it a masked material and tweak the opacity values.
I may do that to put a bit of dirt & grime in places. But with the blood splatter, it spawns at enemies location when they get hit, and as far as I’m aware you can’t do vertex painting at runtime.
I ran into the same issue with decals behaving unpredictably (fading to almost nothing in bright light) I wasn’t ever able to really achieve a fix for it.
The DBuffer enabling trick wasn’t working because I missed a step not mentioned in many other forums.
In project settings I went to rendering and set early z-pass to opaque and masked meshes. This made the dbuffer decals show up and look fairly decent under static lighting.