Hi,
some DX11 effects kill alpha, e.g. UnsharpHSV, Glow, ColorMap, ConvertColor among others.
Can someone look into code?
Thanks.
AlphaChannel.v4p (18.0 KB)
because they have c.a=1; in the code. You should use SetAlpha node or rewrite the line with the alpha from the texture you need. Having the original alpha in those kind of effect is not always good as it may have unexpected behavior.
Thanks lecloneur,
As e.g. in UnsharpHSV I replace
c.a=1;
with
c.a=tex0.SampleLevel(s0,x,0).a;
and alpha works.
Now I have two shaders with same function.
Is it not better to make for TextureFX library one version adding
bool Alpha pin
with
if(!Alpha)c.a=tex0.SampleLevel(s0,x,0).a;
i need alpha for composing like
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