I am aware that this has been talked about before (Link), but it’s too big of an issue to just let it slide:
In any of the Color Space modes used with colored textures the color channels of a texture are multiplied with the alpha channel when displayed in the viewport:
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?