Get rid of Ambient Occlusion under decal

Hello,

I am using Dbuffered decals in my scene that uses static lighting. But I’d like it to cover up the AO coming from the material of the mesh underneath the decal. Is there any way to do this? I’ve tested it with normal deferred decals under dynamic lights and the issue isn’t there.

To get an idea of what I mean,

http://puu.sh/nfrbM/3503025905.png

The pattern on the left side of the picture is part of the AO map. Any idea on how to rid it?

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I think I’m running into this right now. Any solution?