Godot Version
v4.3.stable.official
Question
Hi Godot forumers! Hobbyist here, and relatively new to Godot, so feel free to state the obvious or explain why my question is naive, haha.
I’m wondering if I can set a custom blendmode that’s actually implemented during the source->destination blending stage (so NOT a calculation inside the fragment shader that requires you to sample the screen texture).
This RenderingDevice attachment seems perfect, but I’m not sure what my options are for implementing it.
Most of what I can find online about the RenderingDevice is for compute shaders (to run non-graphical calculations, if I understand correctly?). And I can only find two mentions of the RDPipelineColorBlendStateAttachment, here and here.
This low-level graphics API stuff is still a bit over my head. In the links above, they create a new blend state, set its attachment, and later connect it to the RendingDevice in a new pipeline with render_pipeline_create(), which seemingly requires a whole lot more than just a blend state. And afterwards, the drawing itself also seems to use RenderingDevice commands.
I’m wondering if there’s a simpler way to implement only a blend state, and then otherwise continue with standard high-level Godot workflow, such as drawing with Mesh/Texture nodes or RenderingServer commands.
Can I just grab the global RenderingDevice and pass it a single BlendState attachment?