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LWRP - Blend factors for Alpha are ignored?

Discussion in '2D' started by Alunze, Feb 12, 2020.

  1. Alunze

    Alunze

    Joined:
    Jun 2, 2013
    Posts:
    7
    Hello there! I'm trying to write a variation of the basic LWRP Universal 2D 'Sprite-Lit-Default' shader, that uses Multiply blending instead of the usual one. It seems this should be achievable just by tweaking the shader's blending properties.

    So if I set the shader blend properties to:

    Blend DstColor Zero

    The colors are blended ok, but he alpha is not affected turning the rendering fully opaque:

    axel.jpg

    So I would need to specify the blending for the alpha channel with something like:

    Blend DstColor Zero, SrcAlpha Zero

    However, specifying the alpha blending does nothing - I get the same opaque result, the alpha is not affected. Whatever combinations of values I might try (One One, Zero Zero, whatever ) has no effect.

    So am I doing something wong (hopefully) or is this a quirk of the LWRP or, more specifically the 2D Universal rendering?

    Thank you for your cooperation!
     
    Last edited: Feb 12, 2020
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