There is a new Material Function called LerpScratchGrime that takes a number of Vector 3 inputs to add scrataches and grime to transparent glass materials.
Has anyone used this yet?
What exactly should I be using for inputs? In my case using the default RTX Glass Material in UE 5.1
So basically you have your base color (or texture) that does not carry alpha data since it’s a vector 3 so you’ll have to pass that across on your own.
The scratch/grime value is where you’re going to plug in the scratch/grime texture base color itself, and the mask should be the alpha from that texture (or in my example a mask from a color since mine had no alpha) and likely divide it down to a reasonable opacity.