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@@ -526,20 +526,26 @@ world triplanar, so the brick texture continues smoothly between them.
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.. image:: img/spatial_material25.png
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-Proximity and distance fade
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-----------------------------
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+Proximity and Distance Fade
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+---------------------------
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Godot allows materials to fade by proximity to each other as well as depending
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on the distance from the viewer. Proximity fade is useful for effects such as
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-soft particles or a mass of water with a smooth blending to the shores. Distance
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-fade is useful for light shafts or indicators that are only present after a
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-given distance.
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-
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-Keep in mind enabling these enables alpha blending, so abusing them for an
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-entire scene is usually not a good idea.
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+soft particles or a mass of water with a smooth blending to the shores.
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.. image:: img/spatial_material_proxfade.gif
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+Distance fade is useful for light shafts or indicators that are only present
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+after a given distance.
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+
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+Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** mode
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+enables alpha blending. Alpha blending is more GPU-intensive and can cause
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+transparency sorting issues. Alpha blending also disables many material
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+features such as the ability to cast shadows.
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+To hide a character when they get too close to the camera, consider using
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+**Pixel Dither** or better, **Object Dither** (which is even faster than
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+**Pixel Dither**).
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+
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Render priority
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