Additive Alpha Blend in Unity? {{ShaderForge}}

popcorn wiki has a comprehensive visual to explain but I’ll elaborate
http://wiki.popcornfx.com/index.php/Particle_tutorial_smoke#Setting_up_the_billboard_renderer

note alpha channel acts like a mask: as @Sirhaian called AddMul

if you network like @DedRed

Vertex.Alpha * source.RGB = emission

you re-create [SrcAlpha] [OneMinusSrcAlpha] and cannot use particle system vertex.alpha to lerp styles.
You still get addBlend according to alpha channel but imo it’s not the same

It comes down to preference

  • alpha acting like opacity …? or strictly controlling ‘Additivity’

One OneMinusSrcAlpha power imo comes from being able to lerp alpha ↔ additive and in shaderforge the nodes would be

so as @CellarPhantom pointed out you can’t use Alpha for opacity; the textures opacity is controlled by ‘fading out’ both Color and Alpha

to visualize you can imagine photoshop…

  1. Texture.RGB is a dodge channel
  2. Texture.Alpha [inverted] is a multiply channel

then you can mix-n-match styles: alphy, semi-additive, fully additive, /w full transparency etc…

whew, is this more clear?

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