1 hour ago, JohnnyCode said:That is strange if you have proper value in your transparent texture. Try discarding pixels manualy when you render it upon its alpha comparison then? Just as a fast test to bypass around your alpha settings that you should publish.
It works fine if I go back to using my pixel shader where i'm discarding the pixels but that seems to defeat the purpose of setting up a blend state and masking over the alpha values.
Edited to add: Actually, just ran some tests and it seems like if I use the discard method combined the masking over the alpha values that it is a slight performance increase. Interesting.