Skip to content

3D model with alpha have dithering #65

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
RyannThi opened this issue Mar 24, 2025 · 3 comments
Open

3D model with alpha have dithering #65

RyannThi opened this issue Mar 24, 2025 · 3 comments

Comments

@RyannThi
Copy link

RyannThi commented Mar 24, 2025

When using a 3d glb model with alpha in it, the alpha turns into dithering in-game. (I tried with z buffer disabled and enabled, same result)

Image

Edit March 25th: Non-plane alpha seems to be okay, however objects rendered behind/inside the one with alpha are ignored

@Demonese
Copy link
Contributor

Demonese commented Mar 26, 2025

Rendering transparent models is a known high difficult task.

There are multiple choices:

  • Alpha-Cut: For example, pixels with an alpha below 0.5 are discarded. (We already support this feature, which is a gltf2.0 standard)
  • OIT (Order-independent transparency): Best Choice. (Not implemented, high difficulty & high performance requirements)
  • Screen-Door Transparency: Simulating transparency through "dithering", low performance requirements, depth buffer affinity. (Implemented)

@Demonese
Copy link
Contributor

You might want to provide a method to toggle between different transparency rendering methods?

@RyannThi
Copy link
Author

I honestly think that could be a good idea! Should work for the cases people would like to switch between them for aesthetic reasons (in this project I'm doing right now, that would certainly be the best outcome of this)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants