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Transparent roughness overlap

Transparent roughness overlap

When you have two transparent surfaces that overlap, the max roughness is taken. It's not technically perfect because the edges of the occluded glass are still sharp, but it allows multiple layers of transparency to be rendered in just one pass.

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This is great dude Leadwerks needed this. I always had trouble with mist around waterfalls and water. Are you going to have the same z-sort/alpha system or is alpha going to be built-in to the standard mode?

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You just call SetTransparent(true) on the material and the engine takes care of the rest.

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