Decal Features
Last updated
Last updated
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
Pros
Full Material Response
Supports Baked Lighting
Cons
Side projection stretch
Side Normal/lighting distortion
Backface projection
Pros
No side Normal/lighting distortion
Supports Baked Lighting
Cons
Side projection stretch
No Normal response
Backface projection
Pros
No side Normal/lighting distortion
Cons
Side projection stretch
No baked lighting
No Normal response
Backface projection
Pros
Angle projection control
Full Material response
Supports baked lighting
Cons
Opacity geometry faceting
Side Normal/lighting distortion
Uses screenspace derivatives
Pros
Angle projection control
Full Material response
Supports baked lighting
Cons
Opacity geometry faceting
Side Normal/lighting distortion
Uses screenspace derivatives
Pros
Depth projection control
Full Material response
Supports baked lighting
Cons
Side projection stretch (limited)
Side Normal/lighting distortion
Backface projection
Pros
Spherical projection control
Full Material response
Supports baked lighting
Cons
Positioning is important. This Decal works best when placed inside a mesh, projecting outward
Decal volume hard edge
Side Normal/lighting distortion
Some patterns/Textures look better than others
Requires the use of DDX/Y derivatives
Pros
Spherical projection control
Full Material response
Supports baked lighting
Cons
Positioning is important. This Decal works best when placed inside a mesh, projecting outward
Sphere mask limited use
Side Normal/lighting distortion
Some patterns/Textures look better than others
Pros
No stretch
Cover larger areas with one Decal while maintaining UV scale
No side Normal/lighting distortion
Cons
Decal volume hard edge
WorldUV seams
No Normal response
No baked lighting
Pros
No stretch
Cover larger areas with one Decal while maintaining UV scale
No side Normal/lighting distortion
Cons
One extra Texture (EdgeMask)
WorldUV seams
No Normal response
No baked lighting
Pros
No stretch
Adjustable TriPlanar blend
Cover larger areas with one Decal while maintaining UV scale
No side Normal/lighting distortion
Cons
Decal volume hard edge
Triplanar UV seams
No Normal response
No baked lighting
Pros
No stretch
Adjustable TriPlanar blend
Cover larger areas with one Decal while maintaining UV scale
No side Normal/lighting distortion
Cons
Decal volume hard edge
Triplanar UV seams
No Normal response
One extra Texture (EdgeMask)
Pros
Illusion of depth
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
One extra Texture (Height)
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
See more on Custom Inputs and Masks
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