diff --git a/renderdoc/driver/d3d11/d3d11_debug.cpp b/renderdoc/driver/d3d11/d3d11_debug.cpp index a568a5f46..3a6539c93 100644 --- a/renderdoc/driver/d3d11/d3d11_debug.cpp +++ b/renderdoc/driver/d3d11/d3d11_debug.cpp @@ -3572,7 +3572,7 @@ bool D3D11DebugManager::RenderTexture(TextureDisplay cfg, bool blendAlpha) m_pImmediateContext->PSSetSamplers(0, 2, samps); float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f}; - if(cfg.rawoutput || !blendAlpha) + if(cfg.rawoutput || !blendAlpha || cfg.CustomShader != ResourceId()) m_pImmediateContext->OMSetBlendState(NULL, factor, 0xffffffff); else m_pImmediateContext->OMSetBlendState(m_DebugRender.BlendState, factor, 0xffffffff); diff --git a/renderdocui/Windows/TextureViewer.cs b/renderdocui/Windows/TextureViewer.cs index 56d254e40..641fc0c2b 100644 --- a/renderdocui/Windows/TextureViewer.cs +++ b/renderdocui/Windows/TextureViewer.cs @@ -1607,10 +1607,10 @@ namespace renderdocui.Windows } else if ((string)channels.SelectedItem == "Custom") { - customRed.Visible = false; - customGreen.Visible = false; - customBlue.Visible = false; - customAlpha.Visible = false; + customRed.Visible = true; + customGreen.Visible = true; + customBlue.Visible = true; + customAlpha.Visible = true; mulLabel.Visible = false; hdrMul.Visible = false; customShader.Visible = true;