Hi everyone,
Have a bit of an issue currently with the (translucent) deferred decal shader setup for mesh decals.
I have created a mesh in 3ds max, and created some floating geometry that sits on top of a surface. Both the mesh and the floater are attached, but are assigned separate material IDs. In engine, I am assignment the default material to the base mesh and the decal material to the floating geometry.
Essentially, the decal is appearing through surfaces when it should be hidden by the geometry. This is only happening once you pass a certain distance away from the mesh. Unfortunately I cannot share any screengrabs due to policies at work, but I have made a bullet point list of what is occurring and what I’ve tried to resolve the issue.
Things I’ve tried to resolve the issue
- Changing the shader type to translucent - not really an option as this shader type hates lit environments where decals are concerned
- Using a world position offset - this does not work regardless of the value I input
- Using the VertexNormalWS node - same as above, seems to have no effect
Things I need from the Decal Material
- To be able to be used on mesh decals
- To work with baked lighting - essentially just want to use the deferred decal shader’s basic functions
- To also have the option to instance the material out to use deferred decal actors as well as mesh decals
**I have changed the D3D11Tessellation Mode to Flat Tessellation - This seems to have fixed the issue, but is this going to break anything else? I am seeing no tessellation on the mesh, but will this affect straight up decal actors that use this material?
As always, thanks for any guidance anyone may be able to give on this. Got a really decent master material setup waiting to rock 'n roll, just need this issue looking into!
Cheers,
Ant