I’m sure we can all agree that with the node setup shown here the viewport material (right) should look exactly like the isolated color channels in the image editor (left). However, for some reason the alpha channel (center) is needlessly multiplied on top of it.
Only when using the Color spaces “Raw” or “Non-Color” do we get the correct result:
As far as I can tell, this is a bug and not a design decision. It makes texture painting with alpha textures impossible, among other issues. Should I file a new bug report for this?
Or do I just not understand how textures work?
You can use the new Channel Packed option on images to avoid this.
But note that for correct mipmaps and texture filtering, alpha must in fact be multiplied. This is what is done by Cycles and other renders, and now by Eevee as well now that it’s handling of alpha was unified with Cycles.
Interesting. I’ll just have to accept that then. I guess there are people out there who like fiddling with nodes. At least there’s a simpler solution now for folks like me.
Coming from a game development background, I was just expecting Eevee to behave somewhat like a game engine regarding the way that images are treated. After all that’s how it was advertized. I guess “Channel Packed” is as close as I’ll ever get to that. Good enough. Thank you for your help.