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AlphaToCoverageTransparency

README.md

Cutout Transparency with Alpha to Coverage

Code Name: AlphaToCoverageTransparency

Description

In this example, three planes containing metal chain textures are placed on the scene and order-independent rendering is performed. The Alpha-To-Coverage (A2C) technique is used to ensure that the completely transparent parts of this metal chain are discarded correctly.

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-independent cutout transparency with Alpha-To-Coverage (A2C) technique in Vulkan
  • Using multisampling for cutout transparency

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