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@@ -96,6 +96,18 @@ this feature. There are still several ways to avoid this problem:
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This will allow the opaque part to cast shadows and may also improve
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performance.
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+- If your texture mostly has fully opaque and fully transparent areas, you can
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+ use alpha testing instead of alpha blending. This transparency mode is faster
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+ to render and doesn't suffer from transparency issues. Enable
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+ **Transparency > Transparency** to **Alpha Scissor** in StandardMaterial3D,
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+ and adjust **Transparency > Alpha Scissor Threshold** accordingly if needed.
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+ Note that MSAA will not anti-alias the texture's edges, but FXAA will.
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+
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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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+
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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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**PixelAlpha**. This will make the material opaque. This way, it can also
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