Mesh Layers: Difference between revisions
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In hedgehog Engine 2 games, this layer will attempt to use [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]. | In hedgehog Engine 2 games, this layer will attempt to use [[Hedgehog Engine 2 - Deferred Rendering|deferred rendering]]. | ||
[[File:Punchthrough transparency example.png|center|An example transparency mask (left), the mask used with transparency blending (middle) and te mask used with transparency clipping (right)|alt=An example transparency mask (left), the mask used with transparency blending (middle) and | [[File:Punchthrough transparency example.png|center|An example transparency mask (left), the mask used with transparency blending (middle) and te mask used with transparency clipping (right)|alt=An example transparency mask (left), the mask used with transparency blending (middle) and the mask used with transparency clipping (right)|frame]] | ||
=== Dithering === | |||
In hedgehog Engine 2 games this layer will make use of [[Transparency Dithering]] for transparencies above the clip threshold. |
Revision as of 10:49, 2 August 2025
In hedgehog engine games, each sub-mesh has a layer assigned that can enable or disable certain shader features for rendering, as well as change when it gets rendered.
Opaque
The default mesh layer, which completely ignores any transparency of a material.
In hedgehog Engine 2 games, this layer will attempt to use deferred rendering.
Transparent
Will render meshes with transparency blending. Makes use of the “use additive blending” feature.
Punch-through
When rendering a mesh, each rendered pixel will check if the sampled transparency is below the materials “clip threshold”. If it is, the pixel is discarded.
In hedgehog Engine 2 games, this layer will attempt to use deferred rendering.

Dithering
In hedgehog Engine 2 games this layer will make use of Transparency Dithering for transparencies above the clip threshold.