![]() Since the rendering engine draws back-to-front, by the time you get to blending one circle onto another the first circle has already been blended with the scene and the necessary information lost. ![]() However, what you want is to blend the circles one way and then blend the result of that blend in another way onto the screen. If it were just a matter of blending the two circles, you might accomplish it by using a Min shader BlendOp. This turns out to be surprisingly difficult. In my particular case, I want the power node supply radius indicators on this hollow-asteroid-turned-into-a-spaceship not to obscure everything underneath them by being too intense at the overlap points: Instead of making something Venn diagram-esque, you'd rather they just marked out a continuous area. Let's say you have two overlapping circles.
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