#material alpha sorting showing incorrect
7 messages · Page 1 of 1 (latest)
bevy::pbr::AlphaMode::Mask(0.5) appears to have no effect on the mesh, it renders as opaque only, even if i have some fragments set to alpha zero
related issue possibly? https://github.com/bevyengine/bevy/issues/2223
I really don't need ::Blend mode, i am trying to clip out all triangles at a given y-level. I tried a couple other solutions:
- moving the vertex clip_position to behind the camera in the vertex shader. This almost works, but it still occludes the underlying blocks
- I tried
discardingany fragments above the given y, it had the same effect as modifying the vertex shader - Recalculating mesh - this mostly works, except it is much slower than the gpu part.
vid shows what i'm trying to accomplish, but it does it the slow re-compute mesh way
looks like Alpha::Mask also simply discards the fragment https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr/src/render/pbr_functions.wgsl#L39
Okay, I was able to get this to work - am discarding the fragment in the shader, and also enabling AlphaMode::Mask