Try It
Could you please explain in more detail?
I have tried to follow your methods and it does not make sense when I follow along.
- “Note 1. Engine Just Modify the Masked For Decals Which They Have Opacity Above " 0.4 " … (Care About That)”
Do you mean on the objects material or the decals material? Because I thought a decals material had to be Deferred decal?
- “Note 3 : You Have To Go Edit > Project Setting > Rendering > Anti-Aliasing Method To MSAA ( For Working Opacity Mask Between 0 and 1”
Changeing that did not appear to do anything to my scene.
If you could pretty please list out the exact steps I would greatly appreciate it. My apologies its just not making sence the way it is worded to me currently.
The way i put decals on glass is by putting a plane just behind the glass. Then i apply to the plane a material with translucent-default lit and plugin opacity with all the other textures. You also have to set the translucency sort priority of the plane with the “decal” higher than the priority of the glass mesh. Only downside is that there isn’t a roughness channel.
Those are the results i get. Here is some dirt that i’ve put on glass.
Hi, I had similar problem and I came up with this solution. Instead of thinking of decals I made material with blend mode Masked and used maps to change opacity. In consequence my material is translucent everywhere instead of places taken by decal. I also added few parameters for overwriting albedo. It looks like that.