Mesh Decal Limitations or Bug?

akaChrisV
Fri, 09 Sep 2016 10:39:50 +0000
Rendering

UPDATE2:
found another bug: mesh decals clip through geometry in front of it.

if you create a plane with a mesh decal in front of it (approx 0.1cm distance and another plane on top at about 10-30cm distance (distance doesn’t matter really it even clips through larger distances than that) and you move the camera away a couple of meters the mesh decal starts popping through the front plane. (see image)

This is not related to translucency issues and can’t be fixed using early prepass methods.

As far as I can see there are no exposed parameters to tweak clipping for mesh decal.

UPDATE1:

using a translucent material in an object where mesh decals are used seems to have unwanted side effects (flickering mesh decals, normal maps in mesh decals not working,etc)

ORIGINAL POST:
It’s a bit difficult without documentation to really know which parts of Mesh Decals are due to permanent limitations, which elements are subject to change and respectively which issues could be filed as bug. Like:

Metallic: Using Dbuffer Translucent Color (in any combination) in Material > Decal Blend Mode overrides the metalness in the underlying material it blends with. Not a problem for non metal materials but using a deferred decal ontop of a metal material looks weird

Node: BumpOffset not supported

Node: WorldAlignedTexture not supported (We use worldalignedTexture+PrecomputedAOMask for Dirt and currently our mesh decals are on top of the dirt always appearing weirdly clean. would be great if we could feed the same dirt into the mat/uvs into the mesh decal for continuity)

thanks in advance for any hints and pointers…

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