While using Apple\'s texture importer, or my own, a white soft-edged circle drawn in software (with a transparent bg) or in Photoshop (saved as a PNG) when rendered will hav
Since you are using a CGContext
that is configured to use colors premultiplied with the alpha channel, using the standard RGB = src.rgb * src.a + dst.rgb * (1-src.a)
will cause darkened areas because the src.rgb
values are premultiplied with src.a
already. This means that what you want is src.rgb + dst.rgb * (1-src.a)
which is configured like this:
pipeline.colorAttachments[0].isBlendingEnabled = true
pipeline.colorAttachments[0].rgbBlendOperation = .add
pipeline.colorAttachments[0].alphaBlendOperation = .add
pipeline.colorAttachments[0].sourceRGBBlendFactor = .one
pipeline.colorAttachments[0].sourceAlphaBlendFactor = .sourceAlpha
pipeline.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha
pipeline.colorAttachments[0].destinationAlphaBlendFactor = .oneMinusSourceAlpha
The .one
means to leave RGB as-is. The reason for premultiplied colors is that you only need to multiply the colors once on creation as opposed to every time you blend. Your configuration achieves this too, but indirectly.
Thanks to Jessy I decided to look through how I was blending my alphas and I've figured it out. My texture still looks darkened in the GPU debugger, but in the actual app everything looks correct. I made my changes to my pipeline state descriptor, which you can see below.
pipelineStateDescriptor.colorAttachments[0].blendingEnabled = true
pipelineStateDescriptor.colorAttachments[0].rgbBlendOperation = .Add
pipelineStateDescriptor.colorAttachments[0].alphaBlendOperation = .Add
pipelineStateDescriptor.colorAttachments[0].sourceRGBBlendFactor = .DestinationAlpha
pipelineStateDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .DestinationAlpha
pipelineStateDescriptor.colorAttachments[0].destinationRGBBlendFactor = .OneMinusSourceAlpha
pipelineStateDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .OneMinusBlendAlpha