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Is your feature request related to a problem? Please describe.
The engine currently relies on flawed TAA to render transparent surfaces, by randomly removing pixels from transparent surfaces. This is not a true transparency solution, and completely falls apart if TAA is disabled.
Describe the solution you'd like
Transparent surfaces should either be rendered in a separate forward pass, or some form of deep G-buffer or order-independent transparency solution is required.
Describe alternatives you've considered
Not supporting transparent surfaces at all. I do not want to rely on TAA for visual effects.
Is your feature request related to a problem? Please describe.
The engine currently relies on flawed TAA to render transparent surfaces, by randomly removing pixels from transparent surfaces. This is not a true transparency solution, and completely falls apart if TAA is disabled.
Describe the solution you'd like
Transparent surfaces should either be rendered in a separate forward pass, or some form of deep G-buffer or order-independent transparency solution is required.
Describe alternatives you've considered
Not supporting transparent surfaces at all. I do not want to rely on TAA for visual effects.
Additional context
https://interplayoflight.wordpress.com/2022/06/25/order-independent-transparency-part-1/
http://www.gamedev.net/topic/647731-stippled-deferred-translucency/
https://www.humus.name/Articles/PracticalClusteredShading.pdf
https://casual-effects.com/research/Mara2016DeepGBuffer/Mara2016DeepGBuffer-extended.pdf
https://learnopengl.com/Guest-Articles/2020/OIT/Introduction
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