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Old 09-18-2013, 03:18 PM   #1
Jerkazoid
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"Blend-Add" Diablo3 vFX shader

GDC - Julian Love explained additive shader vFX easily lead to a white mess, needless to say I avoid them ... but the alpha blend often leads to lackluster billboards.

Solution was something apparently studios/tech artists know.... and yet i find ZERO info on it‽

"Blend-Add" as it was called; uses the alpha to describe blending; lerping from additive when black (transparent) to traditional blend as you transition to white (opaque)
[see Attachment]

we are familiar with
Code:
Blend SrcAlpha OneMinusSrcAlpha // Alpha blending Blend One One // Additive Blend OneMinusDstColor One // Soft Additive Blend DstColor Zero // Multiplicative Blend DstColor SrcColor // 2x Multiplicative


I thought perhaps "Soft" additive was it, but that is the "screen" layering nomenclature as seen in Photoshop 1−(1−A)*(1−B)
aka (1-A) * B + A

I tried every PS layering technique. nada.

i'm sure this is a double .. possibly triple pass through CG, but as I said, I can't find ANY info.
anyone help?
Attached Images
File Type: jpg blend-add.jpg (52.6 KB, 22 views)
 
Old 09-21-2013, 05:25 AM   #2
Jerkazoid
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I think I figured it out, ultimately it's additive source color but the screen destination color has to be multiplied by the opposite of its alpha

simple enough
Source Color + Destination Color * (1 - Source Alpha)
http://docs.unity3d.com/Documentati...s/SL-Blend.html

and a single blend pass :0
Quote:
Blend One OneMinusSrcAlpha



that seems to do it; nice and simple too

Last edited by Jerkazoid : 09-24-2013 at 04:58 AM.
 
Old 09-21-2013, 05:25 AM   #3
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