I’ve successfully achieved 2D glow by following this tutorial by Brackeys, but not without a strange problem. When two glowing objects overlap each other, it seems like the back object cancels out the emission/map of the front object, or they blend together. This can also happen if a sprite with emission passes in front of a white object in general.
What I’m trying to achieve is how one would expect sprites to behave normally: that sorting layer/order determines which sprites are in front of another, which would include the emission maps, blooming etc of said sprites.
Note how the lines behind the sprite cancel the emission of the sprite:
Another example of overlapping red, green, and blue dots:
The desired result (which I forced through sprite masks) would look like this:
Lastly for reference, here is my ShaderGraph used for both of these examples:
I’m new to shaders and thus have had difficulty doing my own research, as I’m not even certain how to phrase the question I’m trying to ask. Any help would be greatly appreciated! Thank you in advanced!