MRE alpha channel

Hi all, is there a way to keep alpha channel using mre dx11 ? basically a texture on object can just be transparent using alpha ?

Thank u all in advance :)

its not realy possible (count me wrong) but its a general problem in computergraphics that shadows are hard to combine with alpha.
and sometimes the aplha channel of a pixel is used for other data.

Actually im using only deferredsample and not any shadow :)

u have stencil rebind example in girlpower dx11 sm5/misc
u have to specify renedr color alpha 0
and if u rendering to alpha png sequence u need proper format on rndr

Thank u very much for lesson, leaded alsto to learn something else :)