Hello everyone! =D
Recently I’ve been looking around at how games like Star Citizen and Doom Eternal do their art. And quite simply it’s mesh decals ofc. But something I saw these other games having was mesh decals that use diffrent opacity for different material channels. What i mean is like You can have a inset screw where the inset is just the normal but the screw in itself overwrite also the metallic and reoughness channel.
I did some digging and quite fast I found this: Expanding DBuffer Decals — polycount that lead me to this Metalness in DBuffer decals - Unreal Engine Forums .
And something that became apparent was that part of his stuff seems to have been implimented in the engine itself? We got the metallic channel now which is something I don’t think we alweys have had. (not sure maybe we have and I’m just miss remembering xD).
But I digress, What is important to me was that his “multi opacity” feature was not in the engine? Or so I thought… I read this: Multimasking opacity in Dbuffer decals not properly implemented - UE4 AnswerHub that did not get any answer. But checking it myself… and yes there are a point in the /Engine/Shaders/Private/DecalCommon.ush that say:
// @param MultiOpacity .x: Color, .y:Normal, .z:Roughness
float3 MultiOpacity = Opacity;
EncodeDBufferData(Data, MultiOpacity, Out.MRT, Out.MRT, Out.MRT);
But this don’t work or as far as I can tell is not “yet” fully implimented. =/
I just wanted to see if anyone here knows what’s up? Is this a misstype in the code for a feature that should be there? Cuse these posts where done like 2 years ago.
If anything if this could easily be implimented as a settings thing in the project like enabling debuffer decals and Multi Opacity Decals, I think that would be an amazing feature. As I can see him talking in his making of this that it has a performance impact and this is very “nish” to a sertain type of workflows.
Anyhow… I want this feature alot xD
Have an awesome day and I hope someone can help.