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[Alpha to coverage] (A2C) replaces alpha blending with a hardware-specific multisample coverage mask when multisample antialiasing is in use. It's a simple form of [order-independent transparency] that relies on MSAA. ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"] is a good summary of the motivation for and best practices relating to A2C. This commit implements alpha to coverage support as a new variant for `AlphaMode`. You can supply `AlphaMode::AlphaToCoverage` as the `alpha_mode` field in `StandardMaterial` to use it. When in use, the standard material shader automatically applies the texture filtering method from ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"]. Objects with alpha-to-coverage materials are binned in the opaque pass, as they're fully order-independent. The `transparency_3d` example has been updated to feature an object with alpha to coverage. Happily, the example was already using MSAA. This is part of #2223, as far as I can tell. [Alpha to coverage]: https://en.wikipedia.org/wiki/Alpha_to_coverage [order-independent transparency]: https://en.wikipedia.org/wiki/Order-independent_transparency ["Anti-aliased Alpha Test: The Esoteric Alpha To Coverage"]: https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f --- ## Changelog ### Added * The `AlphaMode` enum now supports `AlphaToCoverage`, to provide limited order-independent transparency when multisample antialiasing is in use. |
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