# Tag Info

5

The “blend factors” are the amount that the specified component is multiplied by while blending. “Destination” is the existing content that’s being blended “on top of”, while “source” is the new content that’s being blended “onto” it. When the blend operation is set to “add”, the final pixel value is calculated like this: value = source * sourceBlendFactor + ...

3

Just turning the comments into a fully-fledged answer as it may prove useful to others. IMHO, the alpha channel should always be linear and treated as such. You described blending a black quad over a white background using alpha=0.95, and mapping the result back to non-linear space. We'd expect a resulting, physical intensity value of 0.05. If the non-...

2

You can solve the colors by solving a system of linear equations if you make few assumptions: The alpha of the color wheel is constant (i.e. same for all colors in the wheel) The beige background extends half way through the color wheel, and is constant for top and bottom halves of the image The background in the center is constant for all colors The alpha ...

2

I notice that you've enabled blending and depth testing and are drawing with a non-opaque alpha channel. What's going to happen is that if you don't draw from back to front (relative to the camera), then any objects you draw that are farther away won't get drawn, so you won't see them through the nearer objects. If you turn off depth testing does it look ...

2

You seem to be using additive blending against its purpose. Additive blending is supposed to represent light from multiple sources being combined. It is not physically possible for one source of light to eclipse another. Furthermore, even if you hack an alpha of exactly 1 to mean "opaque", you will get a strange circumstance where an alpha of 0.99 is quite ...

1

I will suggest something for the rotational part but I do not know how fast it is. Assume you have a 3D coordinate system centered at the pivoting point of the joint and fixed with respect to one of the bars that meet at the joint. The other bar moves in this coordinate system always attached the origin of the system. So its motion is a curve on a sphere ...

1

(Promoting comment to answer) Do the faces have the same alpha value? That might generate the same coverage mask for the surfaces and, hence, only the closest one would be seen.

1

So taking source over as an example, the math works out to: dst = a * src + (1 - a) * dst Taking Nathan Reed's suggestion of replacing (1 - a) with b, that gives us: dst = a * src + b * dst If we perform the next iteration, it becomes: dst = a * src + ab * src + b^2 * dst Doing it again, we get: dst = a * src + ab * src + ab^2 * src + b^3 * ...

1

Move the child down slightly so the right foot is behind the shoulder. Reduce their size almost 50%. Blend only the outline of the child with the background, at most a few pixels. The men appear to be standing straight while the child appears to be leaned forward slightly - rotate the top of the inserted image backwards ~5°. Reduce the brightness of the ...

1

Terminology The source color is the value written by the fragment/pixel shader. The destination color is the color from the image currently in the frame buffer (that will be overridden). Additive blending // The blend formula is defined as: // (source.rgb * sourceRGBBlendFactor ) rgbBlendOperation (destination.rgb * destinationRGBBlendFactor ) // (...

1

That looks like multiplying the front image by the luminance of the shirt behind it. There are multiple definitions of luminance but for a start, I think you could assume your data is sRGB and follow the transformation to CIE to get the CIE Y component.

1

It looks like there are a few steps to make this work: Linearly interpolate the alpha of the mesh from transparent to fully opaque, or vice versa. Note 1: It seems as if the alpha starts to fade a few seconds after the effect has started. Note 2: The alpha of the "effect meshes" (covered in #2 and #3) should be changed independently of the original mesh. ...

1

I used Stencil Buffer to fixing your problem , you need a way for checking overlapping two or more shapes Shader "Custom/SemiTransparent" { Properties { _Color("Color",Color) = (0,0,1,0.1) } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="true" "RenderType"="Transparent"} ZWrite Off Blend SrcAlpha OneMinusSrcAlpha ...

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