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Implement dither transparency as one solution for order independent transparency #5159
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I'm not sure that it has to be a part of the engine since it can be done without it. Also, it is not clear what kind of pattern should be used: Bayer, white noise, blue noise and so on. Example.Source code: https://github.com/querielo/playcanvas-dither-transparency Project: https://playcanvas.com/project/1051789/overview/dither-transparency |
Is the project private? |
Ouch. I forgot about it :-) Fixed. https://playcanv.as/p/qdYtm4jw/ I thought also about influencing on shadow map (so, we get shadows for transparent objects with usage noises/patterns). But I need to understand where to place discard into the shadow pass code. It looks like impossible without rewriting/changing the internal |
IIRC, the goal was to have a script that was officially supported by PlayCanvas rather than adding it to the engine directly. So it would live here: https://github.com/playcanvas/engine/tree/main/scripts |
Script vs in engine is not something that was decided yet, it can go either way. |
Not a general solution, but cheap and useful.
https://danielilett.com/2020-04-19-tut5-5-urp-dither-transparency/
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