In my project,my shaderMaterial will mix a customize image.And it’s alpha maybe 0.0,0.5 or others.
When the image has some pixels alpha is 0.0,i want it show vec4(x, x, x, 0.0).
But now i can’t do it,because the material needAlphaBlending code like this:
But you do not see anything cause your glFragColor is fully transparent so not the one from the material… you should either pass it in as part of the output color. (Here is a hardcoded pg just proving out the issue https://playground.babylonjs.com/#1OH09K#1570)
Hi @sebavan, would there be any performance issue with setting the alpha value to 0.999 in a ShaderMaterial? For example, would always multiplying a value after calculations cause any performance issues?