enum Transparency
Also known as ‘alpha’ for those in the know. But there’s actually more than one type of transparency in rendering! The horrors. We’re keepin’ it fairly simple for now, so you get three options!
Enum Values
Add | This will straight up add the pixel color to the color buffer! This usually looks -really- glowy, so it makes for good particles or lighting effects. |
Blend | This will blend with the pixels behind it. This is transparent! You may not want to write to the z-buffer, and it’s slower than opaque materials. |
MSAA | Also known as Alpha To Coverage, this mode uses MSAA samples to create transparency. This works with a z-buffer and therefore functionally behaves more like an opaque material, but has a quantized number of “transparent values” it supports rather than a full range of 0-255 or 0-1. For 4x MSAA, this will give only 4 different transparent values, 8x MSAA only 8, etc. From a performance perspective, MSAA usually is only costly around triangle edges, but using this mode, MSAA is used for the whole triangle. |
None | Not actually transparent! This is opaque! Solid! It’s the default option, and it’s the fastest option! Opaque objects write to the z-buffer, the occlude pixels behind them, and they can be used as input to important Mixed Reality features like Late Stage Reprojection that’ll make your view more stable! |
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