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@@ -56,6 +56,12 @@ There are two main ways to alleviate banding:
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rendered with low color precision, which means it will work when using the
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Mobile and Compatibility rendering methods.
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+.. figure:: img/3d_rendering_limitations_banding.webp
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+ :align: center
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+ :alt: Color banding comparison (contrast increased for more visibility)
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+ Color banding comparison (contrast increased for more visibility)
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+
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.. seealso::
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See `Banding in Games: A Noisy Rant <http://loopit.dk/banding_in_games.pdf>`__
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@@ -88,6 +94,12 @@ Depending on the scene and viewing conditions, you may also be able to move the
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Z-fighting objects further apart without the difference being visible to the
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player.
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+.. figure:: img/3d_rendering_limitations_z_fighting.webp
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+ :align: center
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+ :alt: Z-fighting comparison (before and after tweaking the scene by offsetting the Label3D away from the floor)
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+
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+ Z-fighting comparison (before and after tweaking the scene by offsetting the Label3D away from the floor)
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+
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.. _doc_3d_rendering_limitations_transparency_sorting:
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Transparency sorting
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@@ -133,6 +145,12 @@ this feature. There are still several ways to avoid this problem:
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distance fade mode **Pixel Dither** or **Object Dither** instead of
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**PixelAlpha**. This will make the material opaque, which also speeds up rendering.
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+.. figure:: img/3d_rendering_limitations_transparency_sorting.webp
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+ :align: center
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+ :alt: Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)
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+ Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)
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+
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Multi-sample antialiasing
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-------------------------
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