I would expect the colors to be multiplied. So if I use blend_mul
with albedo RGB(0.5, 1, 1), then the Red component of all the colors behind the object should be divided by 2 (which is what happens). But if I use albedo (2, 1, 1), I would expect the Red components to be multiplied by 2, but this isn't what happens. So I guess it's limited to 0 - 1? But I don't see why this would be the case, since I thought all the buffers were floating point.