Dithered Opacity
- Dominant language
- C++
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- Merged PRs (30d)
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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