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@@ -112,7 +112,7 @@ this feature. There are still several ways to avoid this problem:
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- If you need to render semi-transparent areas of the texture, alpha scissor
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isn't suitable. Instead, setting the StandardMaterial3D's
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**Transparency > Transparency** property to **Depth Pre-Pass** can sometimes
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- work (at a performance cost).
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+ work (at a performance cost). You can also try the **Alpha Hash** mode.
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- If you want a material to fade with distance, use the StandardMaterial3D
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distance fade mode **Pixel Dither** or **Object Dither** instead of
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