So a very long story short and after yet another recent post:
I’ve been trying to achieve a “Modulated Decal”, or wait, forget Decals lets just call it ANY projection that is “Dark” in unlit scenes inside UE4 since forever, (also using Forward rendering but shouldn’t really matter). I found out that I simply can’t get there and after submitting a report to Epic regarding the decals not giving the results i need, I receive the following feedback:
"BasePassPixelShader.usf is where the material fetches the decal information from the DBuffer. However since this material is unlit directly lighting does not get computed regardless of if in forward or deferred shading. So any material property you are trying to change with the decal wont have any effect. "
After which they advised me to post and follow up in the forums so here I am.
From what I gather from this info is that it’s either A) not implemented or possible inside the current state of UE4 B) it’s simply not possible for reasons given above, but doesn’t this bring us all back to point A especially having worked it in Unity below.
My endless problematic cycle was that it must be an engine limitation and not a rendering logic thing if I could work it in Unity. I just want to know how to proceed.
So coming from Unity3d I was able to get the effect I need in an unlit scene in forward on top of an unlit material and a fully projected dark texture and below is a demonstration of that:
I think I asked this question for so long and I either got answers like “Its a bug” or answers about rendering as the one from Epic.
So what to do next? Do i need to hire a veteran graphics programmer to code something for me do i need to tweak the source? Is there even a certain guarantee that it would work?
I found many Answerhubs gone unanswered for similar topics or pointed entirely the wrong direction.
So this is my last effort here before I go on my own and find answers outside the community.
Thanks in advance.