Originally posted by Tim Hobson
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also mesh decals cause some bad artifacts at great view distances, since based on distance they push themselves towards the camera to avoid z-fighting. yes I've seen the code, it's MeshDecals.usf line 104 (on UE4 4.15), which is this:
// todo: tweak or expose (cvar or per mesh/material setting), if needed the artist always can create a WorldPositionOffset adjustment in the shader (e.g. -0.1*CameraDirectionVector )
Output.Position.z += 0.0001f * Output.Position.w;
Output.Position.z += 0.0001f * Output.Position.w;
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