Built in materials and special blending

How would I make it so that a built in material has a special blend equation like additive or subtractive that I can do with shaderMaterial? Is this even possible or do I have to track down the GLSL program that is used to do the target material and then make a shadermaterial with that and then I can do the special blending equation?

Iā€™m not sure I understand your question but you can use custom blending equations like presented in the following official example:


Check out how material parameters like blendSrc, blendDst or blendEquation are defined.

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