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Then set the pixels per unit to 64 and click apply to update the sprites. Finally we update the culling mask and remove the default layer by clicking on it. This will be the mask which shows or hides part of our map based on the alpha value of the mask texture we will add. This will be the container that holds our map and mask.
It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. For example, consider culling based on an expanded camera frustum. Moving the CPU work to one or more worker threads is potentially beneficial.
Improve Culling: Portals (rewrite as polygon-based) and Rooms. Atlas cells are assigned according to their size in pixels on the screen (e.g. Mid-Processing is the effects that are applied in the middle of rendering, before alpha pass and post-processing. TODO for Milestone #3 (December 2016). Add Layered/Stencil rendering.
Given the high control we have over the shader compiler, we can: Detect when shaders write to the alpha channel and automatically make the surface go via the transparent pipeline. Great alpha blending support. Godot uses a very correct raymatching approach for this, using Bresenham to draw lines and not process redundant pixels.
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