Blend based on only one color channel

Hello everyone,

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.


in DX9 or DX11?

preferably in Dx11

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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