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September 13, 2021

Masked material behaving like translucent without dithering

Hey,

I noticed this interesting thing in the Oculus custom branch (4.25), the masked materials behave like if they were translucent but without dithering. This is quite exciting and was wondering why it is not made like this in Epic's branch. Is there any downsides? It would be pretty awesome to have this as a hybrid option instead of using dithering and when you don't/can't use TAA and still want to avoid the crazy vegetation flickering due to aliasing at the edges. It could be smoothed outed nicely with this.

https://youtu.be/zYnzv2roWq8
https://youtu.be/86mSbJypCL0

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    2 replies

    Participant
    October 2, 2021

    Wow that's cool! I haven't noticed this but I'm developing for Quest so maybe it's not an option on mobile.

    CarpetFace
    Inspiring
    October 7, 2021

    I believe this might be because of the AA method being used when run on the PC.  When run on the quest it will not look transparent (at least, not with Vulcan, maybe it can work with other renderers).