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I saw the hashed alpha branch. Are you aware of the MSAA / SV_Coverage trick to use with this?
In case you're not - see below. If you're slapping your head and saying "of course I do - who does this person think they are!" then stop reading now. ;-)
Yes, blue noise based stochastic alpha is exactly what I'm doing on that branch, but I did not get around to do the MSAA bit there yet. Anyway, this is duplicate of #43
I saw the hashed alpha branch. Are you aware of the MSAA / SV_Coverage trick to use with this?
In case you're not - see below. If you're slapping your head and saying "of course I do - who does this person think they are!" then stop reading now. ;-)
I think this repo gives an example implementation: https://github.com/johnpars/StochasticTransparency but I haven't tested it.
It does the sampling at the sub-pixel giving a much cleaner result. I played with it for Open Brush but it doesn't play nice with Surface Shaders so would have been a ton of work. In your case I don't think there's an issue. Quill used it to get fast OIT that ran on mobile devices: (see p149 https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2017/Presentations/Horne_Oculus%20Story%20Studio.pdf )
Also see https://research.nvidia.com/publication/2011-08_stochastic-transparency
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