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AlphaBlendingTransparency

README.md

Order-Dependent Transparency with Alpha Blending

Code Name: AlphaBlendingTransparency

Description

In this example, four objects are drawn consecutively on the scene, three of which are assigned a transparent material, and the objects are drawn in order according to the camera distance. Alpha blending is applied to these objects to simulate transparency.

Output

Controls

Input Action
W/A/S/D Move the camera
Mouse Look around with the camera
Esc Close the window

Application Parameters

Settings

Parameter / Key Type Usage in Code Description Default Value
AppSettings.ClearColor VkClearColorValue AppSettings::ClearColor Background color of the screen
AppSettings.MouseSensitivity float AppSettings::MouseSensitivity Mouse sensitivity value
AppSettings.CameraSpeed float AppSettings::CameraSpeed Speed of the camera

Learning Objectives

  • Implementing order-dependent transparency with ordinary alpha blending in Vulkan
  • Ordering objects in the scene to the camera distance
  • Understanding the blending coefficients and operations in the Vulkan pipelines

Shader Status

Shader Type Status Notes
GLSL ✅
HLSL ✅
Slang ❌ Will be implemented.

Theoretical Background

None

Extensions Used

Instance

Window system-dependent extensions:

  • VK_KHR_surface
  • VK_KHR_win32_surface (Windows)

Device

  • VK_KHR_swapchain