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This only works with the BuiltIn pipeline
If you have issues with the drawing order/sorting of your transparent objects, or you have complex transparent geometry with plenty of self intersecting triangles then you absolutely need Order Independent Transparency for your objects to look as intended. This effect is highly efficient and works by applying a post processing effect to your camera.
This set of shaders only works under DirectX11, DirectX 12 and Vulkan/PC!
Features :
- custom shaders (an able programmer can easily add the importants bits into your own custom shaders; the documentation is provided )
- It does not work in combination with the standard shaders.
- High Performance (A Radeon RX 470 can render OIT at around 150 FPS in 1080p ).
-Low memory footprint ( It adds aprox +200MB VRAM to your app at 1080p ).
-Works with both forward and deferred rendering
-Does not rely on extra render targets.
-Works with SrcAlpha/OneMinusSrcAlpha and Additive blending.
-Ghost mode, where lighting comes from camera view vector.
Issues :
- It doesn't work in combination with transparent objects that use the Standard shader
- Does not work with multisampling antialiasing (yet).
- On older Nvidia hardware there may be artifacts ( GTX 1060 ) but newer cards (RTX 2060) works well. On Intel and AMD hardware works flawlesly.
- Does not seem to work on Xbox One with UWP.
WARNING!
You need to disable Antialiasing in the quality settings from your project to make this effect work !
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