Unfortunately, this depends on EPIC. The decal reads the world normal from the dbuffer. So you cannot read and write it at the same time. In Unreal 5, there is a workaround where the material communicates the world normal to the decal, but again this has to be built into each material separately. This is not a viable path for us.
The advantage of the dbuffer decal, on the other hand, is most apparent in the built-in lighting. IPW, on the other hand, is specifically designed for dynamic lighting, where the difference is negligible.
However, it can be seen that the RVT system is being developed rather than the decal system, so I will look into the possibility of switching to the RVT system. For various technological reasons, the traditional texture model will not be sustainable for long anyway.
However, taking into account your two previous comments, I have had some time for development, so it will soon be possible to add textures and influence the strength of the normal one. (POM is not working properly yet )
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