Add tips for transparency sorting issues in 3D rendering limitations (#5726)

This commit is contained in:
Hugo Locurcio
2022-04-04 14:24:43 +02:00
committed by GitHub
parent 0d2fe64558
commit 7604b70087

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@@ -96,6 +96,18 @@ this feature. There are still several ways to avoid this problem:
This will allow the opaque part to cast shadows and may also improve
performance.
- If your texture mostly has fully opaque and fully transparent areas, you can
use alpha testing instead of alpha blending. This transparency mode is faster
to render and doesn't suffer from transparency issues. Enable
**Parameters > Use Alpha Scissor** in SpatialMaterial, and adjust
**Alpha Scissor Threshold** accordingly if needed. Note that MSAA will not
anti-alias the texture's edges, but FXAA will.
- If you need to render semi-transparent areas of the texture, alpha scissor
isn't suitable. Instead, setting the SpatialMaterial's
**Parameters > Depth Draw Mode** property to **Opaque Pre-Pass** can sometimes
work (at a performance cost).
- If you want a material to fade with distance, use the SpatialMaterial
distance fade mode **Pixel Dither** or **Object Dither** instead of
**PixelAlpha**. This will make the material opaque. This way, it can also