Can't use World-Aligned UVs in Dbuffer Decals

For context I have a Road mesh and I’m adding world-aligned noise to road lines to multiply into the mask.

Sounds pretty simple but I couldn’t get the World-Aligned UVs working on the DBuffer Deferred Decal, despite having worked in Opaque with Opacity Masking. I ran WorldPosition-XY to Basecolor to demonstrate the issue.

  1. Material Domain: Deferred Decal, Blend Mode: Translucent, Decal Blend Mode: DBuffer Translucent Color, Normal
  2. Material Domain: Surface, Blend Mode: Masked, Decal Blend Mode: N/A

http://i.imgur.com/WnaHIzM.png

http://i.imgur.com/gce5zRD.png

Curious to know why I’m unable to use UVs in this way.

This bug was discovered and fixed internally recently. I believe it is fixed in 4.16 preview.

Thanks Ryan!

I still am having an issue with this. I can consistently get world aligned to work for Z, like in the example for roads, but for XY world aligned texture / normal still does not work in deferred decals. I’m using 4.19

I think this is an issue with Vertex Normal WS in Deferred Decals which consistently produces a Z-Up result no matter the orientation of the surface the decal is projecting on.