When blending texture with the “maximum” operator, is there a way to base the operation on only one color channel while keeping the others unchanged ?
For example, get pixel with the highest alpha on top with his orignial rgb color.
should be possible with the node Blend (DX11.RenderState Advanced) after reading this:
Thx. I already came across this page today but I only took a quick look at it. I’ll read it more carefully
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