I am playing a bit with the shader graph (I am fairly new to shaders) but I am completely lost at the moment.
What I'd like to obtain is to somehow retrieve the alpha value after the blended operation is made, and use that value.
More specifically: if, for example, I have multiple white sprites with alpha 0.5, I'd like to see the alpha blended normally, but with the color representing the alpha value "after the blend," as shown in this image:
While I see how to use the Lerp to convert a possible 0-1 value to color, I am lost at how to retrieve the values used in the blending operation (possibly in the shader graph, if that's even possible?)
