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!