SnowyMouse/chimera

Halo: Broken multiply blend mode

Jakey757 opened this issue · 2 comments

The Multiply blend mode in shader transparent chicago/extended for Halo PC does not render as it should. Initially assumed to not be rendering at all, i found out it is only not rendering while the framebuffer fade mode is set to "none". Setting the fade modes to fade when parallel or perpendicular will properly render the shader.

framebuffer fade mode: none
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framebuffer fade mode: fade when perpendicular
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This affects a number of shaders in the game that are currently using workarounds, such as the halo ring inner shadow, the guilty spark blood pools, the pillar of autumn cryo glass.

Currently the new workaround is to either use one of these modes, or to duplicate the shader and set the duplicate to the other fade mode and have that shader as an extra layer.

Does this work properly with CEnshine?

It probably does not, impressively enough transparent_chicago shaders are not stored in the Effect_Collection_ps file, they may be stored inside the game code itself, so CEnshine did not affect any chicago related shaders.