05-26-2022, 04:57 PM
Hi,
I've ran into this behavior:
When you rotate around the object, you can see other objects behind it with a color tint that corresponds to the material base color. Is this expected behavior?
I assume it's caused because the transparent queue uses PremultipliedAlphaBlend (that's just my assumption) and setting the materials blend state to DXDevice.CommonState.NonPremultipliedAlphaBlend resolves this issue.
Is there a way to set it globally? And what possible effects it could have? Just so that I know if I should do it on per-object basis.
Best regards,
Roman Janovsky
I've ran into this behavior:
- Create object with PBR material
- Set HasTransparency to true
- Set alpha to 0 (should be invisible).
When you rotate around the object, you can see other objects behind it with a color tint that corresponds to the material base color. Is this expected behavior?
I assume it's caused because the transparent queue uses PremultipliedAlphaBlend (that's just my assumption) and setting the materials blend state to DXDevice.CommonState.NonPremultipliedAlphaBlend resolves this issue.
Is there a way to set it globally? And what possible effects it could have? Just so that I know if I should do it on per-object basis.
Best regards,
Roman Janovsky