New Decal System in 5.4 kills Multi-Opacity Workflow?

One method is to pass through a coordinate system (UVs for example) and index(es) through dbuffer instead of the actual decal. Then the receiving material can map any number of texture samples to that coordinate system.

This effectively frees you of the dbuffers limited channels, but the drawback is you’ve moved a bunch of complexity to the receiver material.

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