When rendering decals with `r.DBuffer = 1`, (BaseColor, Normal, Roughness) internally have separate opacities (see DecalCommonOutput in DecalCommon.ush).
Our material artists have expressed a desire to control these as separate opacity expressions. In particular, better liquid puddles can be rendered when Normal opacity is controllable.
Attached is our engine modification to achieve this and some screenshots of how it works in practice.
Since this is not introducing additional shader complexity (just exposing some internal values), we think this would be a useful addition to upstream Unreal.