- Edited
Is there technical reason why Godot works like this?
Or am I missing some setting to make this work properly?
As the title describes, the logo's alpha channel is ignored.
I just changed CanvasItemMaterial > Blend Mode respectively.
An interesting thing is that "subtract" works fine in 3.5.1 but doesn't in 4.0 beta.
WORKAROUNDS
- Paint transparency area with white.
This is not intuitive in my opinion.
2.Write a custom shader
shader_type canvas_item;
void fragment()
{
vec4 baseColor = texture(TEXTURE,UV);
vec4 blendColor = texture(SCREEN_TEXTURE,SCREEN_UV);
COLOR = baseColor * blendColor;
}
Thanks to Godot Shaders. The alpha seems working but when I overlap two pictures, they don't work. I tried BackBufferCopy, which is explained here but I couldn't make it work.
I'm new to Godot and writing shaders so if I missed something, sorry in advance.