Need help cutting dynamic holes in object using Dbuffer Decals (Or other shader techniques)

Hi. Currently, I’m requiring the ability to cut holes in walls without modifying geometry, using only shaders. So far, I’ve been attempting it with Dbuffer decals, and what I’ve done so far feels like it should work, but it just doesn’t for reasons I cannot explain. See here:

This image is of the wall material, with the Dbuffer output linked to BaseColor. You can see the bounds of the decal leaving a black rectangle.


However, when I plug this same output into the wall material’s Opacity Mask input, the result is identical. Not making the area of the decal transparent, and for some reason, still making the area black as if it is tied to BaseColor. I’m not quite understanding why this mask doesn’t affect alpha whatsoever- is this a limitation of Dbuffer decals? If so, is there a decent way I can cut dynamic holes in walls using purely shaders?