In MonoGame I have a pixel shader that has two output colors.
The first is the regular color drawn to a standard 4-channel 32-bit Color rendertarget.
The second is the z-index drawn to a 1-channel 16-bit HalfSingle rendertarget.
I want to do alpha blending on the first color, but not on the z-index.
Is there a way to do this without declaring a sampler for the underlying texture and doing the alphablending manually?
matrix WorldViewProjection;
Texture2D SpriteTexture;
sampler2D SpriteTextureSampler = sampler_state
{
Texture = <SpriteTexture>;
};
struct VertexShaderOutput
{
float4 Position : SV_POSITION;
float4 Color : COLOR0;
float2 TextureCoordinates : TEXCOORD0;
float2 depth : TEXCOORD1;
};
struct PS_OUTPUT
{
float4 color : COLOR0;
float4 depth : COLOR1;
};
VertexShaderOutput SpriteVertexShader(float4 position : POSITION0, float2 float4 color : COLOR0, float2 texCoord : TEXCOORD0)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = mul(position, WorldViewProjection);
output.Color = color;
output.TextureCoordinates = texCoord;
output.depth.x = position.z;
return output;
}
PS_OUTPUT SpritePixelShader(VertexShaderOutput input) : COLOR
{
PS_OUTPUT output = (PS_OUTPUT)0;
float4 color = tex2D(SpriteTextureSampler, input.TextureCoordinates) * input.Color;
output.color = color;
output.depth.x = input.depth.x;
return output;
}
technique SpriteDrawing
{
pass P0
{
VertexShader = compile vs_2_0 SpriteVertexShader();
PixelShader = compile ps_2_0 SpritePixelShader();
}
};
You can set the alpha of the color you don't want to blend to 1. Here the render target I use for depth does not have an alpha channel, but this still works.
output.depth.a = 1;