Fix: EEVEE-Next: blending of dithered material
The code removed in #115066 forgot to remove the blend method.
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@@ -371,7 +371,7 @@ PassMain::Sub *ForwardPipeline::material_transparent_add(const Object *ob,
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::Material *blender_mat,
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GPUMaterial *gpumat)
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{
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM | DRW_STATE_DEPTH_LESS_EQUAL;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL;
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if (blender_mat->blend_flag & MA_BL_CULL_BACKFACE) {
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state |= DRW_STATE_CULL_BACK;
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}
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@@ -469,8 +469,8 @@ void DeferredLayer::begin_sync()
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inst_.cryptomatte.bind_resources(gbuffer_ps_);
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}
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM | DRW_STATE_DEPTH_EQUAL |
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DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL |
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DRW_STATE_STENCIL_ALWAYS;
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gbuffer_double_sided_ps_ = &gbuffer_ps_.sub("DoubleSided");
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gbuffer_double_sided_ps_->state_set(state);
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@@ -1018,8 +1018,8 @@ void DeferredProbeLayer::begin_sync()
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inst_.cryptomatte.bind_resources(gbuffer_ps_);
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}
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM | DRW_STATE_DEPTH_EQUAL |
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DRW_STATE_WRITE_STENCIL | DRW_STATE_STENCIL_ALWAYS;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_WRITE_STENCIL |
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DRW_STATE_STENCIL_ALWAYS;
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gbuffer_double_sided_ps_ = &gbuffer_ps_.sub("DoubleSided");
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gbuffer_double_sided_ps_->state_set(state);
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@@ -1177,7 +1177,7 @@ void PlanarProbePipeline::begin_sync()
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gbuffer_ps_.bind_image(RBUFS_VALUE_SLOT, &inst_.render_buffers.rp_value_tx);
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inst_.cryptomatte.bind_resources(gbuffer_ps_);
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM | DRW_STATE_DEPTH_EQUAL;
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DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL;
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gbuffer_double_sided_ps_ = &gbuffer_ps_.sub("DoubleSided");
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gbuffer_double_sided_ps_->state_set(state);
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