We are trying to make use of the ‘RECEIVE_DECAL’ stencil bit after base pass and have noticed that it doesn’t seem to respect masked materials.
We have a mesh that is set to not receive decals. When rendered with a masked material, the pixels that have been masked out and/or are dithered are still showing up in the stencil bit as not receiving decals.
Our expectation is that the pixels that get masked out would show as capable of receiving decals (assuming the background geo/pixels are able to receive decals).
Is this expected behavior? It seems like RayTracing has a workaround by running a separate pass to capture these masked/dithered pixels - “DitheredLODFadingOutMaskPass” - but we’d like to avoid having to add an entire new pass.
I have also noticed that this issue goes away if I toggle on “r.EarlyZPassOnlyMaterialMasking”, but we can’t afford to take our opaque geo out of the early depth pass, so is not a reasonable solution for us.