Perhapse someone out there has a way to fade an object (terrain) from opaque at the camera to transparent at max distance. I tried fog, but it only works with the color of the object-- I want some kind of alpha difference.....
Any suggestions?
Perhapse someone out there has a way to fade an object (terrain) from opaque at the camera to transparent at max distance. I tried fog, but it only works with the color of the object-- I want some kind of alpha difference.....
Any suggestions?
I tried looking up "Alpha to coverage" but couldn't find anything that helped me understand how to use it or even what it is..... Can you explain or give me a good source to read?
I don't understand what does that even mean. Alpha-to-coverage does a very different thing from alpha blending. For a terrain, most of the time alpha=1 so how does that fixed OP's problem?Alpha to coverage is a simple way to get this effect. You'll need at least 4x MSAA for it to look any good, and it still wont be perfect, but it's better than popping.
Alternatively you can use alpha blending, but then you have to worry about sorting and the extra GPU cost
In a shader-driven world, the only "easy" solution is to provide a way for the shader to figure out the alpha to use. Possibilities include:
In both cases at least the fragment shader will need to be properly authored.
Maybe I'm just too close minded but I still don't understand how alpha-to-coverage fits the picture.
My apologies for not quoting the full post. I would have never figured out this was going to offend you in any way. I speculate however you're cutting a lot of corners to state I wrote the same thing as you.
Then, seeing we have the same understanding, I believe we only have a different standard of quality. Because I personally believe C2A does not give adeguate quality when filling big areas.
I mean, here are a few shots from Humus C2A demo (with a modified texture).
Close-up of the screen-door effect mentioned.
[attachment=13593:closup.png]
But let's leave that alone as OP is not interested.
From distance:
[attachment=13594:far.png]
Personally I believe the pattern on the middle window is quite apparent.
Nvidia thinks it's not sufficient, but they turbocharged the concept with Stochastic Transparency.
AMD also thinks it's not sufficient: OIT using per-pixel linked lists.
Now, I understand this is worth a try. But saying that C2A could replace blend... I don't think so. It looks fairly different from blend in my opinion. Therefore, I am not suggesting anyone to try it with the intention of replacing blend, not even for the easiness of implementation.