Quote: "I can only think of: render the background into an image and then apply your blend shader to it and the other sprite."
Thanks janbo but I'd really like to use depth for sprites and I'm not sure how that would work...
Quote: "Is it possible to render the full particle scene onto an image with depth data. Then use a full screen shader to add this image to the scene when you make up your final render?
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That sounds more promising although I can't help thinking there has to be an easier way. The current transparency setting must be using some hidden varying value to do additive blending surely? If I could see the code for that shader I'd be set, I just need to edit it so that transparent sprites can be used for additive blending. As usual with shaders the internet provides you with lots of guides to learn using shaders but very few practical examples.
In this case I'm pretty sure I just need to know what the missing variable is. I'd like to avoid adding multiple renders to the scene (sprite draw, depth draw, then fullscreen shader to blend the three renders) if at all possible.
Using AppGameKit V2 Tier 1