Do I see multistage alpha mapping in deferred rendering? Or still the black-white everything or nothing opacity mapping with some way to make the plane half see through?
Haven't tried it (yet? :) ) But I can take a guess. The light will become part of the composite light, turning it into a single directional light + ambient. Both the objects should get lit in the same way (sharing lighting info, unless you calculate a composite light for each transparent surfaces in your scene) Currently there is no depth sorting for the transparent objects, we most likely won't need it, if we do, it can easily be added.
Do I see multistage alpha mapping in deferred rendering?
BeantwoordenVerwijderenOr still the black-white everything or nothing opacity mapping with some way to make the plane half see through?
the alpha value ranges from 0.0 to 1.0 so yeah. But it's not rendered during the deferred pass. It's rendered afterwards with Forward rendering.
BeantwoordenVerwijderenThe light is pulled from the previously rendered scene and applied to the translucent object as a single directional light.
nice one \o/
BeantwoordenVerwijderenAs it should be. Nice implementation. What is the effect if you put two transparent objects behind each other with a light in between them?
BeantwoordenVerwijderenHaven't tried it (yet? :) ) But I can take a guess. The light will become part of the composite light, turning it into a single directional light + ambient. Both the objects should get lit in the same way (sharing lighting info, unless you calculate a composite light for each transparent surfaces in your scene) Currently there is no depth sorting for the transparent objects, we most likely won't need it, if we do, it can easily be added.
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