I have an issue with proper and consistent handling of textures with alpha.
Please also see the examples in the toe file as it’s heavily commented
premult_issues.toe (7.5 KB)
Basically I can only get a correct renderings (i.e. no dark outlines) if my textures are not pre-multiplied and the shader has “post mult” enabled . But most of the time it’s a huge pain if not impossible to have all textures unpremultiplied (they need to be shown in UI, composited, …)
If the textures are pre-multiplied and the shader has “post mult” enabled, I always get dark outlines, improper fading, …
If the textures are pre-multiplied and the shader has “post mult” NOT enabled, these gliches disappear,
but then the alpha parameter of the shader doesn’t work as expected
The only way I can get a proper rendering without dark borders and a working alpha parameter is a custom shader (see to file)
Am I missing something here?