You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This likely happens because in 4.0, vertex color in 2D and 3D is limited to 8 bpc and can no longer be "overbright". You can notice this if you set Modulate to Color(2, 2, 2) for instance (using Raw mode on the color picker).
I think this should be made possible again, but it may have to be an opt-in project setting for performance reasons.
I'm having an absolute impossible time recreating some layered effects from 3.5 without this. blend_add is no substitute, it looks ghastly. I managed to recreate blend_mul using SCREEN_TEXTURE and SCREEN_UV but ran into limitations of SCREEN_TEXTURE not working when used multiple times.
I hope there's desire from others for this feature, I tried compiling Godot myself but it took over 30 minutes to compile and have no idea where to even look to change something like this.
Godot version
v4.0.beta2.official [f8745f2]
System information
Windows 10, default, GTX 970
Issue description
blend_mul
can no longer make an image brighter, and negative alpha values no longer work (I think it functioned likeblend_mul
).Steps to reproduce
Minimal reproduction project
blend_mul 3.5.zip
blend_mul 4.0.zip
The text was updated successfully, but these errors were encountered: