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特别是Additive模式,平时用得比较多(DstColor = BackColor + SrcColor * SrcAlpha)。
谢谢 :)
The text was updated successfully, but these errors were encountered:
我们会加入Additive的shader,每个sprite可以设置单独的shader。不过这实际上会被layer拆分成至少2个mesh进行渲染,因为底层没办法在运行时动态转换贴图的预乘和非预乘状态。
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没错。对于每种blending模式/不同的shader增加一个draw call是必然的。
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特别是Additive模式,平时用得比较多(DstColor = BackColor + SrcColor * SrcAlpha)。
谢谢 :)
The text was updated successfully, but these errors were encountered: