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Lxle change uxterm transparency
Lxle change uxterm transparency




If you really are having performance problems with the transparent layers, and this is for mobile, using additive blending instead of alpha blending may be faster to render.

lxle change uxterm transparency

This has the nice advantage of being totally possible with Shader Graph. You'd have to randomize the dither pattern either per object or by depth, but it'll get you a decent approximation of transparency while also eventually culling stuff that's too "deep". Use dithered transparency rather than alpha blending. Doesn't really work great for something like an engine which doesn't have nice neat layers though. If you're controlling how "deep" into the object you're rendering, show the layer you're on as opaque and only render one layer "above" as transparent. Limit the number of objects visible and make objects opaque. Basically there's no easy way to cull those objects that are 3 layers deep because you have to have already rendered them in the first place for sorting to work. Transparent objects by their nature require they be rendered "back to front" to be properly sorted, that is to say render the objects further away first so that further away objects appear behind transparent objects that are closer. Culling after N layers rendered is plausible, but not necessarily going to save you any performance. Worse now you're rendering them to a separate render pass or doing a grab pass which is way, way more expensive than rendering them normally to begin with. Click to expand.If you're blurring layers, you're still rendering them.






Lxle change uxterm transparency