RenderTexture Alpha

Hi there,

I just want to double check that I’m not adding an extra step where it’s not needed:

  • I create a RenderTexture that renders my background (Background).
  • I create another RenderTexture that renders an overlay (Overlay). The camera has a transparent clear colour.

I want to Graphics.Blit my Overlay onto the Background, but if I use:

Graphics.Blit(Overlay, Background);

Then the Overlay’s background is black and overwrite’s the entire Background, even though my clear colour is Color(0,0,0,0).

Does this mean I need to run it through a material with alpha? It seems like an unnecessary step having to call a material if the alpha information is already technically there? Likely comes down to my not understanding the Blit process.

All help appreciated!

Nope, my own fault. The final material I was testing it through didn’t have a transparency component, so it was rendering as black.