Quantcast
Viewing latest article 22
Browse Latest Browse All 49

How to set up additive blending on a surface shader?

So, in a normal shader I have the line: Blend SrcAlpha One And that gives me additive blending of the sort I want. It works with transparency, and so on. However, when I use a surface shader this line does literally nothing. I take it that the CGPROGRAM section overrides the blend specifications and such above it. How do I do the equivalent thing in my surface shader? I did try decal:add on the #pragma surface line, and that was additive blending in some respects, but it also destroyed the alpha blending so that's definitely not what I want.

Viewing latest article 22
Browse Latest Browse All 49

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>