mixing holdout with transparent in an eevee shader nodes behaves unexpected.
holdout and transparent in a mix node.
- it looks like the transparent bsdf is blending into black while bekoming alpha-ed out.
- the material blendmode is "alpha blend". but other material blendmodes dont work aswell.
on 0.5 mixed, the holdout is half there, as expected, but transparent looks like color(0.5,0.5,0.5,0.5)
i assume, its internally blending to color(0,0,0,0) but the transparent needs (1,1,1,n) to stay invisible, and in this case should be at color(1,1,1,0.5) when 0.5 mixed.
(since it seems to not use the alpha information internaly and, if my assumption is correct, holdout just is alpha and doesnt need its own color data)
- so for the transition it might work correct if holdout takes rgb from the material to be mixed with.
- or maybe give the holdout node an rgb input for mixing situations.
i hope that helps somehow :)
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20
Broken: version: 2.83 (sub 17), branch: master, commit date: 2020-05-24 19:03, hash: rB0d0df683d983
Worked: nope, ...this is all just so new to eevee <3