So, in a normal shader I have the line:
Blend SrcAlpha One
And that gives me additive blending of the sort I want. It works with transparency, and so on. However, when I use a surface shader this line does literally nothing. I take it that the CGPROGRAM section overrides the blend specifications and such above it. How do I do the equivalent thing in my surface shader?
I did try decal:add on the #pragma surface line, and that was additive blending in some respects, but it also destroyed the alpha blending so that’s definitely not what I want.