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I had tried the mask method already with no luck… but you mentioning it here pushed me to go try it some more… actually, I still had no luck using the graphic stencil… but the graphic ellipse did the trick perfectly! You saved me so much time!
Screen Space Post-Processing In this stage, suitable image processing algorithms are used to apply special processing to the rendered scene, enhancing the graphics. As we can see, in Deferred Rendering, the calculation of a pixel’s color is uniformly performed in the lighting phase. which is where the term “Deferred” comes from.
Then set the pixels per unit to 64 and click apply to update the sprites. 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. Masking allows us to show only a portion of a texture based on the alpha value of another texture. This will display our render texture.
It feels great to be back to doing graphics programming after two months refactoring the core engine. Godot uses clustered decals, so the cost is very low (the pixel is shaded only once and there are no extra draw calls for each decal). Alpha is still some months away, but it's getting closer every day!
Running the whole graphics rendering in a separate thread. 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. This approach also has several more advantages. Light setup.
Enable the use of any-hit shaders only for those geometries that need it; for example, to do alpha testing. Invoking any-hit shader, typically for performing alpha testing, for non-opaque triangles interrupts hardware intersection search. Consider alpha testing instead of blending. Do this whenever possible.
This is a screenshot that displays the object-space position of each pixel as the color. That was fixed by reflecting the view-vector with the normal of the current pixel. It halves the resolution of the image until there's only one pixel left. That's not really that interesting to look at, so let's try to use SOME MATH!!!
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