I have a small transition animation in a game that I am working on. I use a "Color Rect" node and a "Texture Rect" node.
In Godot 3.4, I had the "Color Rect" node white and it covered the whole screen. I set the blend mode to subtract and unshaded so that it becomes black. I had a white filled in circle made for the resource for the "Texture Rect" node and set the blending mode to add on it so that in the center, they would cancel out, and you would get a see through whole in the screen and I just animated the scale for the transition. Now, in Godot 4.1, I have the same exact setup and it doesn't nothing to blend the two together. It just completed defeated the purpose of the blend modes and I was wondering if there was a work around. I've tried using the clip contents option, but it doesn't work inversely. Any help appreciated.
Below I have screenshots attached:
Godot 3.4 -
Godot 4.1 -
Texture Rect (CIRCLE) -
Color Rect (BLACK BACKGROUND) -