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ShaderChunk: Added transmission alpha support #22425
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I've merged #22428 here and this is how it looks like now: Screen.Recording.2021-08-25.at.9.46.08.PM.movNow it just needs the reflections to be visible on top of red (transparent) somehow... |
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That's awesome! To recount an offline conversation, I believe there is no way to apply true physically-based rendering to the compositing step where a transparent canvas is stacked on an HTML background. Fundamentally, background-color does not represent light intensity, refraction is impossible, etc. However, it is still a very valuable use case (transparent objects in AR require this since the camera image is not available to JS, not to mention all kinds of cute web design cases). I think it's worth making a non-physical heuristic to handle this situation. I propose we transform output alpha, where |
Okay, now I've bumped again into the TransmissionTexture issue... Screen.Recording.2021-08-25.at.11.00.10.PM.movNotice how TransmissionTexture + Rough Transmission gets bluer the farther it is? I think these are the roughest areas... It's fetching the smallest mipmaps and the transparent areas and opaque areas gets blurred so end up producing half transparent pixels 😬 |
As per out offline conversation, we decided that the issue above "works as intended". |
@elalish suggested increasing the This workaround shouldn't affect |
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Do you know why the red bands on the top sphere are not showing through? Aren't they |
Not sure... We'll have to look into it in the next cycle. |
Related issue: #22009 (comment) #22196
Description
The bad news is that these spheres have
ALPHA_MODE: OPAQUE
set.And just multiplying the alpha doesn't produce satisfactory results.
Screen.Recording.2021-08-25.at.2.59.00.PM.mov
/cc @elalish