Table of Contents

Enum SpriteBase3D.AlphaCutMode

Namespace
Godot
Assembly
GodotSharp.dll
public enum SpriteBase3D.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.

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). On the bright side, this mode doesn't suffer from transparency sorting issues when multiple transparent materials are overlapping. This mode is also known as alpha testing or 1-bit transparency.

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.