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.