When I apply the Zoom pixel shader (from the Complex-Softwares shaders pack) certain areas become semi transparent.
The transparency occurs under all objects with an alpha channel.
I've created a simple mfa to show this.
There are 2 layers. The first, contains the checkered background. The second, contains 2 active objects. A red square and a black square (with an alpha channel)
When you apply the Zoom pixel shader to the layer containing the actives, the alpha channel in the black square causes the red square (an object with no alpha channel nor blend coefficient) to appear transparent under the black square.
This happens simply by changing the effect of the layer from None to Zoom. I really want to use the Zoom effect, but I can't if my alpha channels create a transparent hole to all lower layers.
Unfortunately the only way around would be to rewrite MMF2 in some clever way or get microsoft to update DX9 with that one handy extra function that only exists in DX11. For now, I've been crudely simulating a workaround by hardcoding the alpha transparencies of my objects to be halved when an effect is applied to the frame, which somewhat makes it look 'right' at least in my case, but we're really waiting to see if Yves can solve this issue, since its a pretty big one
well you could go into the animations for each object that has an alpha channel, and make every single pixel 50% lerp'd to white. or is it black, i forget. one of the two directions. So if the pixels were (128,128,12, you make them (192,192,192). If they were (192,192,192), you make them (224,224,224), etc. Then just display the different animation depending on whether theres an effect on the frame. It was a lot easier for me since a lot of my objects didn't have alpha channels and just had plain alpha coefficients on the objects, so I only had to adjust a single number