Open hpinkos opened 4 years ago
Some thoughts on fixing this:
PointCloud
needs to recognize when the shader style has mixed opaque/translucent content and issue commands in both the CESIUM_3D_TILE
and TRANSLUCENT
passes. Similar to what Cesium3DTileBatchTable
does for JS styles, but harder because the shader style doesn't know what points have what alphas.
PointCloudEyeDomeLighting
also needs to submit commands to both CESIUM_3D_TILE
and TRANSLUCENT
as well I think. The blend shader shouldn't write frag depth in the translucent pass (or maybe the derived command will just ignore it??)This is much easier to solve if all points are opaque or all points are translucent. Having a mix of the two is the complicated part.
Hey guys,
I just wanted to add that EDL also doesn't work when the pointcloud tileset has a custom shader with translucencyMode: CustomShaderTranslucencyMode.TRANSLUCENT
applied to it.
Is there by any chance a workaround for that nowadays? Either with styles or custom shaders?
EDL looks great when all alpha values are 1.0:
But it doesn't work at all if any of the points have a transparency: