Below you will find the included Decal Features, such as special fades and options like Parallax Occlusion Mapping. There are also links to paste the graphs into other Unreal projects. You can see all of these examples on the DecalFeatures Map.
/Content/DecalDesigner/Maps/DecalFeatures
These examples show a Decal actor in a difficult use case
The geometry being projected onto is complex and varied
The Decal actor is large, pointing straight downward and stretching across lots of surfaces perpendicular to the Decal direction
DBuffer - Color Normal Roughness
Pros
Cons
Side Normal/lighting distortion
DBuffer - Color Roughness
Pros
No side Normal/lighting distortion
Cons
Translucent - Color Roughness
Pros
No side Normal/lighting distortion
Cons
Angle Fade - DBuffer Color Normal Roughness
Pros
Cons
Opacity geometry faceting
Side Normal/lighting distortion
Uses screenspace derivatives
Angle Fade and Backface projection culling Material Function Click this link to copy directly into the Material editor in UnrealBackface Cull - DBuffer Color Normal Roughness
Pros
Cons
Opacity geometry faceting
Side Normal/lighting distortion
Uses screenspace derivatives
Depth Fade - DBuffer Color Normal Roughness
Pros
Cons
Side projection stretch (limited)
Side Normal/lighting distortion
Decal Depth Fade Material Function Click this link to copy directly into the Material editor in UnrealSpherical Projection - DBuffer Color Normal Roughness
Pros
Spherical projection control
Cons
Positioning is important. This Decal works best when placed inside a mesh, projecting outward
Side Normal/lighting distortion
Some patterns/Textures look better than others
Requires the use of DDX/Y derivatives
Spherical UV Projection Material Function Click this link to copy directly into the Material editor in UnrealSpherical Projection + Sphere Mask - DBuffer Color Normal Roughness
Pros
Spherical projection control
Cons
Positioning is important. This Decal works best when placed inside a mesh, projecting outward
Side Normal/lighting distortion
Some patterns/Textures look better than others
World Aligned UV - Translucent Color Roughness
Pros
Cover larger areas with one Decal while maintaining UV scale
No side Normal/lighting distortion
Cons
World aligned UV Material Function Click this link to copy directly into the Material editor in UnrealWorld Aligned UV + Separate Edge Mask - Translucent Color Roughness
Pros
Cover larger areas with one Decal while maintaining UV scale
No side Normal/lighting distortion
Cons
TriPlanar UV - Translucent Color Roughness
Pros
Adjustable TriPlanar blend
Cover larger areas with one Decal while maintaining UV scale
No side Normal/lighting distortion
Cons
Click this link to copy directly into the Material editor in UnrealTriPlanar UV + Separate Edge Mask - Translucent Color Roughness
Pros
Adjustable TriPlanar blend
Cover larger areas with one Decal while maintaining UV scale
No side Normal/lighting distortion
Cons
Parallax Occlusion Mapping - DBuffer Color Normal Roughness
Pros
Cons
Can be expensive depending on number of steps being used in the Material Instance
Works only on upward facing surfaces. A Blueprint version of the Decal Actor could counter this and allow placement on walls etc. but it would be expensive
Use any of your own Textures as a Custom Input and mix it up
Accepts color or black and white Textures
All of the tweakable parameters also affect your Texture
You can even use Engine icons!
I used the free Iliad plugin to write the word "Fresh" above
Texture Channel Packing Example
Masks can be optionally packed into the RGB channels of a single texture rather than individual textures per mask in order to save memory. Read more about Texture channel packing as well as the Graph parameters for enabling _ARM Textures
Pros
Uses 55% less memory - example 2K Packed Decal with all channels would be 11.1MB vs 24.8 MB for non packed
Cons
Slightly lower quality - DXT compression can introduce blocky artifacts in Textures due to cross talk, particularly in Red (Opacity). This "lower" quality isn't visible most of the time however
Per Layer Control
Per Layer Control allows each procedural layer to be adjusted independently in the material instance using a mask texture.
Pros
Adjust layers independently in the
Material Instance
Greater realtime adjustments on
all Material channels
Much greater reuse for less
Textures on a larger project
Cons
Extra Texture mask needed to
differentiate the layers
Requires neutral inputs to the
graph Base Color values
Colorization not as refined as
graph version so included
a hue shift alternate color
adjustment