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Question by CAS_Kicks · Aug 29, 2016 at 09:23 AM · shaderalpha

Z Order or AlphaToMask with Premultiplied Blending

Hey there! I want to use the AlphaToMask in my shader, but I'm also using premultipled blending. This means that pixels less than Alpha 1 aren't drawn additively, they're just masked out. Is there a way to setup my own mask in a similar fashion or another built-in method I could use? Thanks!

EDIT More specifically I would like to be able to have the correct Z order when using a premultiplied shader. alt text

The Top image shows the Z Order Issue. The Middle Image shows that issue corrected by turning on Z Write in the shader, but then jaggies show up on my particles and other undesirable masking shows up on other meshes. The bottom image shows AlphaToMask On. This solves the masking/jaggy issue, but then all pixels at Alpha < 0 get masked out rather than being drawn Additively (which I want because it's a pre-multiplied shader). Any tips or ideas would be great. Thanks!

shaderhelper.jpg (332.3 kB)
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