“In the new Custom Color Pass we can use Transparency new Feature to be added in the render pass… This feature works nicely when the Shader is plugged into color – but what if you want a different color than original one. The problem is that the writeToColorBuffer shader expects its color input to be pre-multiplied (effect of transparency already applied), the workaround is to use a multiply node to multiply the custom color by the outMatteOpacity of the main shader.”
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[...] and also, using the new “use transparency” of the custom color pass feature here. [...]