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Repro In https://sandbox.babylonjs.com/, the following glTF material is opaque
Cube-Alpha0.zip
{ "alphaMode": "MASK", "doubleSided": true, "name": "Material.001", "pbrMetallicRoughness": { "baseColorFactor": [ 0.800000011920929, 0.800000011920929, 0.800000011920929, 0 ], "metallicFactor": 0, "roughnessFactor": 0.5 } }
Because this uses MASK mode and the alpha value (0) is less than the alphaCutoff (default of 0.5), this should be fully transparent.
If alpha=0 is achieved with a fully transparent texture instead
Cube-TextureAlpha0.zip
{ "alphaMode": "MASK", "doubleSided": true, "name": "Material.001", "pbrMetallicRoughness": { "baseColorTexture": { "index": 0 // <- this has alpha=0 everywhere }, "metallicFactor": 0, "roughnessFactor": 0.5 } }
then it renders transparent as expected.
Screenshots
Desktop (please complete the following information):
Additional context KhronosGroup/glTF-Blender-IO#2328
The text was updated successfully, but these errors were encountered:
cc @bghgary
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We seem to be ending up in alpha blend mode for this case. I will investigate, but we probably need to overhaul how we detect alpha a bit.
I'm going to try to fix this along with #15504 since it's somewhat related, but this may take a while to confirm everything is working.
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bghgary
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Repro
In https://sandbox.babylonjs.com/, the following glTF material is opaque
Cube-Alpha0.zip
Because this uses MASK mode and the alpha value (0) is less than the alphaCutoff (default of 0.5), this should be fully transparent.
If alpha=0 is achieved with a fully transparent texture instead
Cube-TextureAlpha0.zip
then it renders transparent as expected.
Screenshots
Desktop (please complete the following information):
Additional context
KhronosGroup/glTF-Blender-IO#2328
The text was updated successfully, but these errors were encountered: