Transparency Dithering: Difference between revisions
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=== Gallery === | === Gallery === | ||
<gallery perrow="4" widths="400" heights="300"> | <gallery perrow="4" widths="400" heights="300" mode="nolines"> | ||
File:SXSG Transparency Dithering Enemy.jpg|A GUN bot made see-through using dithering to make Shadow Visible in Shadow Generations | File:SXSG Transparency Dithering Enemy.jpg|A GUN bot made see-through using dithering to make Shadow Visible in Shadow Generations | ||
File:SXSG Noise Dithering Ingame.png|A punch-through model in SXSG using the Common_dither_dpn shader with a clip threshold of 0 and a transparency of 0.3 | File:SXSG Noise Dithering Ingame.png|A punch-through model in SXSG using the Common_dither_dpn shader with a clip threshold of 0 and a transparency of 0.3 | ||
</gallery> | </gallery> |
Revision as of 10:10, 2 August 2025
Dithering, specifically transparency dithering is an effect to "emulate" transparency blending without having to actually carry the cost of blending.
Applications
Transparency dithering is used
- When using the punch through render layer
- To make otherwise opaque models see-through when they are covering something the game wants you to see (like the player character)
Types of dithering
Pattern Dithering
A carefully crafted dithering texture is used to achieve dithering with a mostly consistent density of discarded pixels.
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The dithering texture used in Shadow Generations | A linear gradient | The linear gradient with pattern dithering applied | A circle slowly dithering out |
Noise Dithering
A white-noise texture is used for random looking dithering.
In Shadow Generations noise dithering is usually used in shaders with "dither" in their name, like Common_dither_dpn. Those shaders also support animating the dithering, as shown in the table, but it is currently unknown how to enable the animation.