Table of Contents

Enum Label3D.AlphaCutMode

Namespace
Godot
Assembly
GodotSharp.dll
public enum Label3D.AlphaCutMode : long

Fields

Disabled = 0

This mode performs standard alpha blending. It can display translucent areas, but transparency sorting issues may be visible when multiple transparent materials are overlapping. CastShadow has no effect when this transparency mode is used; the Label3D will never cast shadows.

Discard = 1

This mode only allows fully transparent or fully opaque pixels. Harsh edges will be visible unless some form of screen-space antialiasing is enabled (see ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa). This mode is also known as alpha testing or 1-bit transparency.

Note: This mode might have issues with anti-aliased fonts and outlines, try adjusting AlphaScissorThreshold or using MSDF font.

Note: When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.

Hash = 3

This mode draws cuts off all values below a spatially-deterministic threshold, the rest will remain opaque.

OpaquePrepass = 2

This mode draws fully opaque pixels in the depth prepass. This is slower than Disabled or Discard, but it allows displaying translucent areas and smooth edges while using proper sorting.

Note: When using text with overlapping glyphs (e.g., cursive scripts), this mode might have transparency sorting issues between the main text and the outline.