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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
1
Found in
5.0.0b11
Issue ID
645714
Regression
No
[Deferred, Decal] Make blending decals possible (decal:blend, decal:add etc.) via better g-buffer layout
Current 5.0 deferred shading g-buffer layout is not blending friendly. Would be nice to change it to be blending friendly and allow surface shaders wit decal:blend etc.
Steps to reproduce:
1. Open the attached project and the scene
2. Look at the rendering of the blendString object.
3. With the camera set to the deferred path, there is a black border where it should be transparent.
4. Switch the camera to the legacy deferred prepass path and it will now render correctly.
[status: postponed and item added to internal todo lists - since it's more like a feature request]
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Zicandar
Apr 14, 2015 10:29
I'm currently implementing deferred decals, and the main reason that I had a major issue with them is because of the alpha channels being unable to blend. This because the alpha channels are in use, and there are NOT enough free slots to not use them.
My CURRENT solution:
Use a metallic g-buffer layout, freeing the alpha channels...
A more correct solution:
2 pass decals, where the first pass blends the RGB's, and the second pass blends the alpha channels based on srcColor. (This would work in theory!)