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Add clarification to distance fade modes in Standard Material 3D
Source: https://forum.godotengine.org/t/modify-transparency-of-mesh-with-next-pass-shader/22988/2
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@@ -701,9 +701,28 @@ Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** mode
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enables alpha blending. Alpha blending is more GPU-intensive and can cause
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transparency sorting issues. Alpha blending also disables many material
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features such as the ability to cast shadows.
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To hide a character when they get too close to the camera, consider using
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**Pixel Dither** or better, **Object Dither** (which is even faster than
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**Pixel Dither**).
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.. note::
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To hide a character when they get too close to the camera, consider using
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**Pixel Dither** or better, **Object Dither** (which is even faster than
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**Pixel Dither**).
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**Pixel Alpha** mode: The actual transparency of a pixel of the object changes
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with distance to the camera. This is the most effect, but forces the material
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into the transparency pipeline (which leads, for example, to no shadows).
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.. image:: img/standart_material_distance_fade_pixel_alpha_mode.webp
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**Pixel Dither** mode: What this does is sort of approximate the transparency
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by only having a fraction of the pixels rendered.
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.. image:: img/standart_material_distance_fade_pixel_dither_mode.webp
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**Object Dither** mode: Like the previous mode, but the calculated transparency
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is the same across the entire object's surface.
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.. image:: img/standart_material_distance_fade_object_dither_mode.webp
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Material Settings
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-----------------
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