I seem to have gotten it to work in a different way. Basically all I have to do to target a defined BMAP and apply a view shader is :

bmap_process ( sprite_A, sprite_A, mtl_emboss );

It applies the material effect to the BMAP. Changes apply to any panels using the BMAP.

Q. What material code do I use to make the sprites transparent?
When applied to a window sprite, it colors the transparent pixels.

(Note : Not all view material work since they don't seem to be set up for this purpose. Only certain materials like "Negative" seem to work, but transparency is not correct.)

Last edited by Evo; 04/21/20 20:44.