I have a scene that has a lot of semi transparent decals that need to be applied to walls. The decals use a duplicate of the geometry of the surfaces they are being applied to - so all the polygons of the decals exactly match the vertex positions of the underlying mesh. They just have different UVs and a different material. Also, the decal shader is partially transparent while the base mesh does not.
I would like the decals to be drawn over top of the base mesh. Since their triangles coincide, I'm worried this will cause fighting. I know in OpenGL there is a parameter you can set that adds a small offset to a fragment's Z value to get around this issue. I was wondering if the Spatial Material had a similar feature, or if I would have to write my own shader just to manually tweak the Z value?