Add a Transparency page to the graphics user manual - #1157
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Superseded by #1097. Rebased that branch onto |
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The graphics user manual has no conceptual coverage of transparency. Alpha to coverage in
particular appeared only as a single row in the editor inspector and web components reference
tables, and blending, alpha test and opacity dithering were not explained anywhere. This adds a
page that covers all four and, more importantly, when to choose each.
Changes:
Transparencypage underuser-manual/graphics, placed after Physically Based Renderingin the sidebar, covering alpha blending, alpha test, opacity dithering and alpha to coverage.
drawback, with a summary table and a short "which one should I use" guide.
ignored otherwise, which is the most likely thing to be reported as a bug.
with an alpha channel, and that
CameraFramedefaults toPIXELFORMAT_111110F, which hasnone - so alpha to coverage does nothing through
CameraFrameunless a format with alpha isrequested. Also notes that WebGL has no such restriction, so this is a deliberate difference
between the backends rather than a bug.
Note on timing: the alpha to coverage section describes behaviour that requires engine
2.22 (playcanvas/engine#9208, which wires the flag into the WebGPU pipeline). The rest of the
page documents existing behaviour. Please hold until 2.22 ships.
Follow-up needed: two cross-links with #1097 (dual-source blending)
are deliberately omitted, because the dual-source page does not exist on
mainyet andonBrokenLinksdefaults tothrow, so linking it now would fail this PR's build. Once #1097merges, the blend state section should link to the dual-source page, and the dual-source page
should link back here. Whichever of the two merges second is the natural place to add them.