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Need help with depth peeling interfering with screen shader effect #528

Closed Answered by pragma37
bluesillybeard asked this question in Q&A
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While transparency being blended on top of anything behind is indeed the intended behavior, you can do some workarounds to avoid it:

Here what I'm doing is adding 2 extra outputs to the RenderLayers graph. I simply set the line alpha to 1 in a screen shader and store the actual alpha in a separate output. This way lines are composed as opaque, but I can apply the alpha later in the Render graph.
line-no-alpha-compositing.zip

It's not the most efficient way to do it, but it works with just nodes. If you want to code a more bespoke solution keep in mind you don't have to go with a fully custom pipeline, you can simply implement your own RenderLayers node in a plugin.

BTW, I've updated the …

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