UE5 Mesh decals and deferred shader

Hey can someone just clarify if this is a new workflow in UE5:

I have a texture with 10 different marks that I want to be 10 different deferred decals. I know how I can make mesh decals out of them. I know how they could be deferred decals and that, as long as they are on a 10x10 grid I can change the uv coordinates parameters in the material instance to have them as different deferred decals showing the right mark.
I was told though that I in UE5 you can just have mesh decals and apply a deferred shader to them? Is this a thing? If so, is this cheaper than having 10 material instances?
Would I just have 10 mesh decals and then add a deferred shader to them and it works?

Apologies if this is a stupid question I am just trying to wrap my head about the best workflow.

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Oh wow- A VERY BIG bump from me on this - I have found microscopic amounts of information on actual custom static meshes being used as a Deferred Decal in UE5 - plenty for UE4 but not UE5. Yes - what you want to do is completly doable - exactly like you said - but, as opposed to UE4 - the shader complexity view shows red - very expensive. I used to use hundreds of static mesh decals like this in UE4 to wrap around corners, follow uneven terrain, with little impact to performance except the extra draw calls - but in UE5 - it seems very expensive. It works perfectly, but wow, very expensive. Just to be clear - a normal flat basic Dbuffer decal works fine and appears green in shader complexity view - but add it to a plane or mesh… RED. So my question is… is this actually the case? Is the shader complexity view telling me the truth? I know it’s more of a guideline, but still, not all wear can be achieved through masks on the 2nd UV channel, without adding a lot of extra geometry in many cases.

Are static mesh decals in UE5 using the Dbuffer domain just simply this expensive now? 'Cos this is pretty much a show stopper for me from a workflow perspective.

Im so looking forward to hearing I’m being a moron and missing somthing or, the shader complexity view is kinda’ broken.
:wink:

i honestly dont trust the color view for shader complexity… Ive had materials with 900 instructions vs one with 300 instructions… and even though they have the same amount of textures.. the 900 instructions one it claims performs better then the 300..