armory3d / armory3d/armory

Dithered Opacity

Open
#219 1 comment 3 reactions 0 assignees View on GitHub
feature request
Dominant language
C++
Stars
3.3k
Forks
353
Avg merge
3d 16h
Merged PRs (30d)
1

Description

One feature added a few months ago to UE4 was Dithered Opacity, where transparent surfaces are rendered with a dithered transparency mask, with the dithering pattern changing each frame. As I understand it, this offers some advantages over normal transparency (I forget most of them, however), in particular the problems with rendering transparent materials in deferred rendering. It works best when paired with TXAA.

Contributor guide

No contributing guide indexed for this repository

Research direction

No source files, tests, or entry points are named. Start by locating the material-transparency and deferred-rendering paths, then investigate how the issue's UE4-style dithered opacity and TXAA interaction could fit; done would require a defined implementation and validation plan.

Written by the indexing model from the issue text.

Assessment

Tech stack
unreal-engine
Domain
computer-graphics
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.