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General Support
Unreal is used in many ways and not all use cases have been validated yet. Materials need to render depth to the GBuffer to work.
Check on Discord to see if your use case has been tested by someone already.
✅ Launcher version - Works with both launcher and source built versions of Unreal Engine.
✅ Unreal Engine 5.3 and up
✅ Opaque materials (Surface, SubSurfaceScattering, Two-Sided, etc)
✅ Nanite & Nanite displacement
✅ Lumen
✅ Decals & Mesh Decals - Decals blend as if they are part of the mesh. (See demo for exact details)
✅ Static Meshes, Landscapes, Skeletal meshes and even particle - As long as they are opaque and write depth
✅ TAA, TSR, DLSS, FSR - Works great with any temporal AA solution, upsampling and frame generation
✅ PS5, Xbox Series X|S - Works great on consoles
✅ Sequencer - Use overscan for best results
⌛ Virtual Production|NDisplay - Use overscan for best results (Note yet validated: Currently being tested on a HUGE XR Led wall)
Default Setup - Material AO
The default launcher version setup uses the Material AO channel to transfer data to the GBuffer. This comes with some limitations.
❌ Static lighting - Static lighting uses the same Material AO channel and cannot be used. Only dynamic lighting is supported
❌ Material AO - No mesh in the project can use Material AO. Having it hooked up will lead to a slight blur that will show up in the MeshBlend Debug View.
Not validated yet or Planned for later
🔬 Switch, Mobile, etc - Should work, but has not been validated yet
🔬 No AA, FXAA, SMAA - Works with r.MeshBlend.FrameDither 0
, but final quality hasn't been tuned yet
🔬 VR (Deferred shading) - Should technically work, but has not been validated yet
⌛ Substrate materials - Will be supported in a later update. (See roadmap)
Not supported
❌ Forward shading - Forward shading is not supported
❌ Translucent materials - Translucent materials render after and won't be affected by MeshBlend
❌ Stuff underneath a SingleWaterLayer plane - SingleWaterLayer is an opaque shading model. So stuff underneath it is not rendered to depth. (But the material itself can actually blend with other meshes)