Open jmb462 opened 4 years ago
Thanks, I've just tried 👍 with 3.1.1 and 3.12 : the mesh and the background inside is always blured even with Depth draw mode set to Always. (like the top cube in my previous screenshot)
Unfortunately there is no easy solution for this. The DOF blur is a post process effect that relies on depth. If you do an alpha prepass, the renderer no longer can tell the difference between the mesh and the background ( it only stores one depth value) so it can't tell that the background should be blurry through the mesh.
So sad , so far blur has to be avoid when using transparent meshes.
Here is a photoshoped screenshot to show the result I wish I could obtain.
Can anyone reproduce this in the master
branch? I assume the issue still stands there, but it's good to check just in case.
Edit: Disregard the accidental close-open below, I misclicked.
This has depth pre pass enabled but DoF still blurs the gpu particles on 4.2.1.
"Depth draw mode: Always" prevents the blur but creates a lot of artifacts within the particle effect itself.
Maybe we could add a depth postpass with an alpha clipping threshold?
Am experiencing this with 4.2.2 stable.
Godot version: Observed since 3.2.2 (not tested earlier) -> 3.2.3RC3
OS/device including version: Tested in Linux / MacOs and Windows environnements
Issue description: When far blur is activated in environnement, Transparent material meshes don't deal correctly (i think) with depth.
Either the mesh is sharp but the background inside the mesh isn't blurred anymore This is the case when depth draw mode is set to Always in the material setting
Either the mesh over the blur background is also blurred even if it's not enough far from the camera to be blurred by far blur. This is the case for all other depth draw mode (Opaque only, opaque prepass or never)
Steps to reproduce: Configure a far blur environnement. Add a semi transparent mesh
Minimal reproduction project: TransparencyBug.zip