I recently noticed that in demo from Microsoft sdk called DecalTessellation11 they iterate through every decal inside shader, and if it is within view, they perform displacement mapping. Is it ok do it that way?
The reason I ask this is because I want to do similar thing to my terrain, but in pixel shader (I don't want to do decal displacement mapping for now). My idea is to create two Texture Arrays, one for decals other for blend maps, so if I have 10 decals I got 3 textures with blend maps. I also would like to add decals that will be created during game, like burn marks or tire skids(so they don't need blend maps).
Would that be very expensive compared to other techniques? If yes what are other better techniques?