Better Transparent BSDF #68454
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Using dual source blending, we can replicate Cycles Transparent BSDF behavior which is multiplicative and additive at the same time.
This would increase compatibility between both engine and remove the uneeded complexity of having separate Additive and multiplicative blend modes.
Estimate : 1 week
Added subscriber: @fclem
Added subscriber: @Mets
Added subscriber: @zebus3dream
Added subscriber: @sozap
Additive and multiplicative blend modes can be nice to keep for some cheating / NPR stuff.
Added subscribers: @WilliamReynish, @dfelinto, @brecht
@sozap these modes can still be achieve using a combination of transparent and emission node. Also using the shader to rgba node to transfer their color in a NPR way is better as it clearly shows that this is incompatible with cycles.
@brecht @dfelinto @WilliamReynish If i'm supposed to remove the old Additive and Multiplicative blend mode, should I:
@fclem IMO we should ideally do B. If not, then we can also accept small incompatibilities between releases, although it needs to be mentioned in the release notes.
@fclem B seems like the obvious choice here. Or more likely B + warnings for the few cases where you cannot convert them.
Ok going for B. But keep in mind that will break backward compatibility. Only way to keep it is to use C.
Changed status from 'Open' to: 'Resolved'
Implemented in
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