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authorclayjohn <claynjohn@gmail.com>2023-01-03 09:26:15 -0800
committerclayjohn <claynjohn@gmail.com>2023-01-03 12:33:07 -0800
commit062fb8b0dc53bfa1fffb293d6bee5bf7730ddf4c (patch)
treea30a0c898fac858cfba992fca96e54d240ed7454 /doc
parent26bed8aa85fc2f98e38552a82929e1deb5b29d8a (diff)
Ignore depth draw optimization when using depth draw alpha prepass
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/BaseMaterial3D.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 8a5048de6b..60225275f3 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -529,13 +529,13 @@
The material will use the texture's alpha values for transparency.
</constant>
<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency">
- The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendering in the depth prepass.
+ The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendered in the depth prepass.
</constant>
<constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency">
The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque.
</constant>
<constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency">
- The material will use the texture's alpha value for transparency, but will still be rendered in the depth prepass.
+ The material will use the texture's alpha value for transparency, but will discard fragments with an alpha of less than 0.99 during the depth prepass and fragments with an alpha less than 0.1 during the shadow pass.
</constant>
<constant name="TRANSPARENCY_MAX" value="5" enum="Transparency">
Represents the size of the [enum Transparency] enum.