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Question by fandi_a · Jul 04, 2013 at 05:39 PM · shaderblend

Shader's BlendOp Min Question

I've been experimenting with blending operation for Unity3D shader for a while and currently stuck on the following problem.

When I tried using…

 Offset -1, -1
 Cull Off
 ZWrite Off
 
 Blend One OneMinusSrcAlpha
 BlendOp Min
 

With a constant SrcColor value of float4(1.0, 1.0, 1.0, SrcAlpha), I expected the result would be any DstColor with the lowest SrcAlpha specified on fragment shader, similar to…

 Min(float3(1.0, 1.0, 1.0) * One, DstColor * OneMinusSrcAlpha)

In other word, I expected the result would be always from the second value of BlendOp arguments, i.e. any previous color from the screen darkened with the factor of OneMinusSrcAlpha. However the actual result is always DstColor without being affected by OneMinusSrcAlpha factor.

Interesting stuff is when I tried…

 Offset -1, -1
 Cull Off
 ZWrite Off
 
 Blend Zero OneMinusSrcAlpha
 

With constant SrcColor of float4(0.0, 0.0, 0.0, SrcAlpha) and default BlendOp config, the result color is actually darkened, that's why I assume that it is actually being affected by the factor of OneMinusSrcAlpha.

Am I missing something here?

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Answer by Jessy · Jul 04, 2013 at 11:51 PM

Asked/answered on the forum nine months ago: http://forum.unity3d.com/threads/154516-BlendOp-functionality-and-usage-questions?p=1059096&viewfull=1#post1059096

Min and Max don't take the multiplicative factors into the equation; the Blend line of code is useless and ShaderLab ought to tell you about it in the Console, but doesn't at this time. Note that the other three BlendOps work as you expect.

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avatar image fandi_a · Jul 05, 2013 at 09:03 AM 0
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Very interesting indeed, it does make sense when you put it that way. I will assume "$$anonymous$$in and $$anonymous$$ax don't take the multiplicative factors into the equation" as an answer. Thanks.

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