Holding compatibility is a very important thing in engine development. We also have to care about who will take care of the maintenance of any new feature, we all agree that these kind of tools help a lot but all has to be considered properly. So yeah as @ said, it has to be considered ^^.
The good news is that it works like a charm and Unreal comes with sources so everyone is already able to use it (hence the patch file I added to make it as easy as possible to integrate it into any engine fork ^^), I will also try to maintain it myself (as I already do for some of my bigger contributions :P) for future releases.
As a compositor, and the initiator of the original βDonβt Ruin The Experienceβ thread on the Real Time VFX facebook forum, this is an absolute game-changer for VFX artists using UE4. Please let this happen as soon as possible, as I will be re-authoring an abundance of content, once integrated.
This snippet of code is needed for fixing bug that caused alpha composite and vertex fog. Without this itβs impossible to get full transparency with this blend mode.
Hey, is AlphaComposite better for performance than Additive? I canβt find any info about that. In my case itβs for very frequent Canvas.DrawTexture calls, both the Additive and AlphaComposite Blend Modes suit my needs - but not sure which one to pick.