This is a damage (impact) system implemented through a shader: bullet holes, scratches, dents from collisions, broken glass, etc. The system provides two approaches with the ability to switch between them: using render targets and using decals. Each of these systems has its own pros and cons in terms of both visuals and performance. This is an overview of the first approach.
Render Targets. General structure:
- Brush Material
- Material Function
- Blueprints