Uncharted 4 Tech notes

Pretty interesting. I like the transparency solution he came up with: Bayer Matrix for Dithering

Anyone ever implemented something like this in Unity?

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I believe that Shader Forge uses that for dithering when you use alpha clip, but I could be remembering wrong.

I am sure. It is a pretty common approach, I think it is even an option in shader forge.

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I do believe the LOD Groups in Unity use a form of dithering like that to help hide the transition “pop” for LODs. I think it’s called “Fade Mode” and only works with SpeedTree foliage out of the box, but I heard you can pass the info to a custom shader.

You think this may be a viable solution to some transparency performance issues on mobile?

I’m thinking things like particles and meshes. Although not sure how you would tap into the particle color code/shader…

It would just be mat on particle. It would also depend on what you are doing, if you are using particles for vfx, many time you are using addictive blend mode which wouldn’t benefit from this.