Multiple Channel Use in Texture Sample [Exposed in Instances]

Hey! Thanks for the reply.

Yeah, we’re not currently able to upgrade to 4.19 so what you suggested at the end there might be the better option.

This should make things a lot less complicated for our other artists, so thanks again!

This has led to another problem I’m finding with Mesh Decals (of which I’m sure you’re fully aware) - Mesh decal visibility is clipping through other meshes when using the deferred decal shader type and unfortunately there’s no way to resolve this short of using a translucent material type for mesh decals instead. That’s fine, but do you know if there’s a way to have a translucent material not be super bright even in shadows without simply reducing its opacity?

If I could figure that out, I’m sure we could stick with separate master materials for mesh decals and deferred decals as the limitations of each don’t cover both meshes and decal options.

Many thanks again!