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So I've been trying to stack two textures with alpha on top of each other and while I can remove the Alpha on each with enabling alpha blend the problem is the textures bleed into them.

From what I gather it has to do with the FAC value the alpha is plugged in or set manually, which might be expected from a mix note...

While I followed How to stack/layer two textures with alpha over each other with Material nodes? down to a t (other than the texture mapping), I tried other methods and end up still with a mix of the two textures than them being properly stacked. Maybe someone can help.

Nodes & Shader view

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For Eevee, you might have to go the extra mile of creating 2 shaders and mix them together instead of doing it just for the textures. See here:

enter image description here

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  • $\begingroup$ Thanks, this helped a lot, especially, but not limited too, seeing which alpha should be used in the last mix shader FAC value! $\endgroup$ – Kiwamu Jan 5 at 16:18
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Here's an example of combining B over A (both images have alpha channels)

To mix the RGB (color) information use the alpha info of B to control the color mix (this would be the proper Alpha Over operation)

To combine the alpha channels use a color mix node and the Add operation mode. Then plug the result to the alpha of the material node.

enter image description here

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  • $\begingroup$ This is still blending A & B what I am trying to avoid, but I still find this valueable and thank you for your thread contribution! Indeed I even looked into your thread Overlay more than one transparent images in one shader earlier. The more I look at your and the selected answer node, the more I think I chose the WRONG Alpha to put into the last shader FAC. $\endgroup$ – Kiwamu Jan 5 at 16:23

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