bevy_render/alpha.rs
1use bevy_reflect::std_traits::ReflectDefault;
2use bevy_reflect::Reflect;
3
4// TODO: add discussion about performance.
5/// Sets how a material's base color alpha channel is used for transparency.
6#[derive(Debug, Default, Reflect, Copy, Clone, PartialEq)]
7#[reflect(Default, Debug)]
8pub enum AlphaMode {
9 /// Base color alpha values are overridden to be fully opaque (1.0).
10 #[default]
11 Opaque,
12 /// Reduce transparency to fully opaque or fully transparent
13 /// based on a threshold.
14 ///
15 /// Compares the base color alpha value to the specified threshold.
16 /// If the value is below the threshold,
17 /// considers the color to be fully transparent (alpha is set to 0.0).
18 /// If it is equal to or above the threshold,
19 /// considers the color to be fully opaque (alpha is set to 1.0).
20 Mask(f32),
21 /// The base color alpha value defines the opacity of the color.
22 /// Standard alpha-blending is used to blend the fragment's color
23 /// with the color behind it.
24 Blend,
25 /// Similar to [`AlphaMode::Blend`], however assumes RGB channel values are
26 /// [premultiplied](https://en.wikipedia.org/wiki/Alpha_compositing#Straight_versus_premultiplied).
27 ///
28 /// For otherwise constant RGB values, behaves more like [`AlphaMode::Blend`] for
29 /// alpha values closer to 1.0, and more like [`AlphaMode::Add`] for
30 /// alpha values closer to 0.0.
31 ///
32 /// Can be used to avoid “border” or “outline” artifacts that can occur
33 /// when using plain alpha-blended textures.
34 Premultiplied,
35 /// Spreads the fragment out over a hardware-dependent number of sample
36 /// locations proportional to the alpha value. This requires multisample
37 /// antialiasing; if MSAA isn't on, this is identical to
38 /// [`AlphaMode::Mask`] with a value of 0.5.
39 ///
40 /// Alpha to coverage provides improved performance and better visual
41 /// fidelity over [`AlphaMode::Blend`], as Bevy doesn't have to sort objects
42 /// when it's in use. It's especially useful for complex transparent objects
43 /// like foliage.
44 ///
45 /// [alpha to coverage]: https://en.wikipedia.org/wiki/Alpha_to_coverage
46 AlphaToCoverage,
47 /// Combines the color of the fragments with the colors behind them in an
48 /// additive process, (i.e. like light) producing lighter results.
49 ///
50 /// Black produces no effect. Alpha values can be used to modulate the result.
51 ///
52 /// Useful for effects like holograms, ghosts, lasers and other energy beams.
53 Add,
54 /// Combines the color of the fragments with the colors behind them in a
55 /// multiplicative process, (i.e. like pigments) producing darker results.
56 ///
57 /// White produces no effect. Alpha values can be used to modulate the result.
58 ///
59 /// Useful for effects like stained glass, window tint film and some colored liquids.
60 Multiply,
61}
62
63impl Eq for AlphaMode {}