great to see progress being made with the much needed deferred mesh decal material! been looking forward to that feature for over a year now! Up until now I was using hovering geometry with masked blend mode and projected the underlying uvs/vcol in max to blend details in. Mesh Decals theoretically should make that workflow obsolete but currently there are limitations that prevent me from switching over:
> Bump Offset not being supported atm (really useful and efficient as it only occurs in tiny masked spaces and thus only alters ps cost in a fraction of the screen space http://imgur.com/a/oRBw1
> Blending is very limited for something like color as it just replaces the underlying color with the defined opacity value. It would be great to have the opportunity instead of replacing the underlying color to use something like additive to modulate the base color or roughness while using the opacity mask to define the overall blend weighting in general
Would be great to know if there were any changes planned to the current implementation of this feature.
cheers!