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Import any multicolored sprite into the engine (preferrably with whites, light colors, pure colors, dark colors, and blacks in the image)
Create a Sprite and give the new sprite the imported SpriteSource.
Change the Material to "AdditiveSprite".
Notice how the colors look strangely faded, not truly "added" like in the previous Zero engine.
Select the Renderer Object.
Change the ClearColor to Black, with Alpha of 0.
Notice that the closer a color is to white, the more white it becomes when "Additive"
Use the gradient window to slide the ClearColor between black and white, still transparent.
Notice how the colors of the multicolored Sprite react as though the ClearColor was fully opaque.
. . .
Change the Material of the multicolored Sprite back to "AlphaSprite".
Create a new Sprite, just a white square, and place it over the multi-colored Sprite
Change the white square's Material to "AlphaSprite"
Try moving the white square in front of the muticolored Sprite (which is an AlphaSprite)
Notice that even when the AlphaSprite is far behind the AdditiveSprite, it is rendered in full color as though "in front" of the AdditiveSprite.
Expected
The "Additive" Sprites should mask over whatever is in front of them, and appear behind what is behind them.
They should also add only to colors that actually appear on screen.
When Adding black, that's +0, so black parts of Additive Sprites should be transparent, because they don't add any color to the screen.
Happened
"Additive" Sprites always appeared "behind" Alpha Sprites, regardless of actual position.
"Additive" Sprites appear to be always "behind" the Renderer's ClearColor.
"Additive: Sprites appear especially odd when the Renderer's ClearColor is transparent, as they maintain their color as though it were opaque and still "in front" of them.
Description
Repro
Import any multicolored sprite into the engine (preferrably with whites, light colors, pure colors, dark colors, and blacks in the image)
Create a Sprite and give the new sprite the imported SpriteSource.
Change the Material to "AdditiveSprite".
Notice how the colors look strangely faded, not truly "added" like in the previous Zero engine.
Select the Renderer Object.
Change the ClearColor to Black, with Alpha of 0.
Notice that the closer a color is to white, the more white it becomes when "Additive"
Use the gradient window to slide the ClearColor between black and white, still transparent.
Notice how the colors of the multicolored Sprite react as though the ClearColor was fully opaque.
. . .
Change the Material of the multicolored Sprite back to "AlphaSprite".
Create a new Sprite, just a white square, and place it over the multi-colored Sprite
Change the white square's Material to "AlphaSprite"
Try moving the white square in front of the muticolored Sprite (which is an AlphaSprite)
Notice that even when the AlphaSprite is far behind the AdditiveSprite, it is rendered in full color as though "in front" of the AdditiveSprite.
Expected
The "Additive" Sprites should mask over whatever is in front of them, and appear behind what is behind them.
They should also add only to colors that actually appear on screen.
When Adding black, that's +0, so black parts of Additive Sprites should be transparent, because they don't add any color to the screen.
Happened
"Additive" Sprites always appeared "behind" Alpha Sprites, regardless of actual position.
"Additive" Sprites appear to be always "behind" the Renderer's ClearColor.
"Additive: Sprites appear especially odd when the Renderer's ClearColor is transparent, as they maintain their color as though it were opaque and still "in front" of them.
User Data
Zero Engine Data
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