So, this is a bit of a simple question, but I can't seem to find a real answer anywhere. I've been looking into implementing deferred rendering using MRT into my in-progress render engine, but I'm a bit hesitant to for the following reason.
I've read in a few places now that deferred shading does not support transparency natively, and if I wanted to achieve transparency, I would need to resort to forward shading of these transparent objects. But, the idea of "transparency" seems a bit vague because it seems as if there might (corrct me if I'm wrong) be two types of transparency.
One type being the sort of overlay transparency, where I, say, tile a wall with a brick texture. Then I want the wall to be 50% transparent so I apply that on top of the already textured object. This appears to be one "mode" transparency in which the engine, as part of its rendering pipeline, inserts this transparency manually.
The next type in my mind is using a texture that already has an alpha value associated with it, i.e. a 256x256 image of a person, where everything that isn't the person has an alpha value of zero. Then, if I were to billboard that image of the man onto a simple quad (which is what I'm actually trying to do in my game, for reference), would that sort of "native" transparency on the parts of the image with zero alpha still render as transparent, even in a deferred rendering situation?
Does such a distinction exist between these two types of transparency, or are they merely two sides of the same coin when it comes to deferred rendering?