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Fix proximity and distance fade alpha blend warning, move a GIF (#4383)

Co-authored-by: Hugo Locurcio <[email protected]>
Matthew 4 years ago
parent
commit
55a0aad2c4
1 changed files with 14 additions and 8 deletions
  1. 14 8
      tutorials/3d/standard_material_3d.rst

+ 14 - 8
tutorials/3d/standard_material_3d.rst

@@ -526,20 +526,26 @@ world triplanar, so the brick texture continues smoothly between them.
 
 
 .. image:: img/spatial_material25.png
 .. image:: img/spatial_material25.png
 
 
-Proximity and distance fade
-----------------------------
+Proximity and Distance Fade
+---------------------------
 
 
 Godot allows materials to fade by proximity to each other as well as depending
 Godot allows materials to fade by proximity to each other as well as depending
 on the distance from the viewer. Proximity fade is useful for effects such as
 on the distance from the viewer. Proximity fade is useful for effects such as
-soft particles or a mass of water with a smooth blending to the shores. Distance
-fade is useful for light shafts or indicators that are only present after a
-given distance.
-
-Keep in mind enabling these enables alpha blending, so abusing them for an
-entire scene is usually not a good idea.
+soft particles or a mass of water with a smooth blending to the shores.
 
 
 .. image:: img/spatial_material_proxfade.gif
 .. image:: img/spatial_material_proxfade.gif
 
 
+Distance fade is useful for light shafts or indicators that are only present
+after a given distance.
+
+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
+transparency sorting issues. Alpha blending also disables many material
+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**).
+
 Render priority
 Render priority
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