|
@@ -704,9 +704,28 @@ Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** mode
|
|
enables alpha blending. Alpha blending is more GPU-intensive and can cause
|
|
enables alpha blending. Alpha blending is more GPU-intensive and can cause
|
|
transparency sorting issues. Alpha blending also disables many material
|
|
transparency sorting issues. Alpha blending also disables many material
|
|
features such as the ability to cast shadows.
|
|
features such as the ability to cast shadows.
|
|
-To hide a character when they get too close to the camera, consider using
|
|
|
|
-**Pixel Dither** or better, **Object Dither** (which is even faster than
|
|
|
|
-**Pixel Dither**).
|
|
|
|
|
|
+
|
|
|
|
+.. note::
|
|
|
|
+
|
|
|
|
+ To hide a character when they get too close to the camera, consider using
|
|
|
|
+ **Pixel Dither** or better, **Object Dither** (which is even faster than
|
|
|
|
+ **Pixel Dither**).
|
|
|
|
+
|
|
|
|
+**Pixel Alpha** mode: The actual transparency of a pixel of the object changes
|
|
|
|
+with distance to the camera. This is the most effect, but forces the material
|
|
|
|
+into the transparency pipeline (which leads, for example, to no shadows).
|
|
|
|
+
|
|
|
|
+.. image:: img/standart_material_distance_fade_pixel_alpha_mode.webp
|
|
|
|
+
|
|
|
|
+**Pixel Dither** mode: What this does is sort of approximate the transparency
|
|
|
|
+by only having a fraction of the pixels rendered.
|
|
|
|
+
|
|
|
|
+.. image:: img/standart_material_distance_fade_pixel_dither_mode.webp
|
|
|
|
+
|
|
|
|
+**Object Dither** mode: Like the previous mode, but the calculated transparency
|
|
|
|
+is the same across the entire object's surface.
|
|
|
|
+
|
|
|
|
+.. image:: img/standart_material_distance_fade_object_dither_mode.webp
|
|
|
|
|
|
Material Settings
|
|
Material Settings
|
|
-----------------
|
|
-----------------
|