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
This commit is contained in:
Mikhail Gribanov
2024-03-14 20:05:52 +02:00
parent 809e728db0
commit e6f442c39c
4 changed files with 22 additions and 3 deletions

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@@ -701,9 +701,28 @@ Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** mode
enables alpha blending. Alpha blending is more GPU-intensive and can cause
transparency sorting issues. Alpha blending also disables many material
features such as the ability to cast shadows.
To hide a character when they get too close to the camera, consider using
**Pixel Dither** or better, **Object Dither** (which is even faster than
**Pixel Dither**).
.. note::
To hide a character when they get too close to the camera, consider using
**Pixel Dither** or better, **Object Dither** (which is even faster than
**Pixel Dither**).
**Pixel Alpha** mode: The actual transparency of a pixel of the object changes
with distance to the camera. This is the most effect, but forces the material
into the transparency pipeline (which leads, for example, to no shadows).
.. image:: img/standart_material_distance_fade_pixel_alpha_mode.webp
**Pixel Dither** mode: What this does is sort of approximate the transparency
by only having a fraction of the pixels rendered.
.. image:: img/standart_material_distance_fade_pixel_dither_mode.webp
**Object Dither** mode: Like the previous mode, but the calculated transparency
is the same across the entire object's surface.
.. image:: img/standart_material_distance_fade_object_dither_mode.webp
Material Settings
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