In the 4.13 Preview 1 build, drawing a texture on a CanvasRenderTarget2D with “Modulated” Blend Mode produces a completely black result. Attached an example setup from a blank 4.13p1 project - the same thing works in 4.11.
I am using this technique for rendering all of the environment shadows in Garden Wars, and for highlighting objects. It’s shipping on iOS in a few weeks and I’d like to ship with 4.13 (when it’s out of preview) for the most up-to-date mobile support possible (4.13 also fixes material worldposition issues I had, and brings gradient font support in UMG).
The translucent blend mode still works, but I can’t use this, as overlapping shadows will become darker in the overlapped part (and it’d require double the texture memory from needing alpha).