hello!! i'm trying to modify the alpha channel of an on-screen mesh in one shader, and then read the screen and alter it in another shader. when i do this, though, the second shader does not produce the correct effect for the mesh with the first shader.
first shader:
shader_type spatial;
render_mode unshaded;
void fragment() {
ALBEDO = vec3(1.0f, 0.0f, 0.0f); // red
ALPHA = 0.5f; // make it half-transparent
}
second shader:
shader_type spatial;
render_mode unshaded;
void fragment() {
ALBEDO = vec3(1.0f, 1.0f, 1.0f);
ALPHA = 1.0f;
}
here's an image of the problem:
in this case, i'm just trying to make the red-tinted area completely white, like the rest of the screen. am i missing something really simple?