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Ohh, so that's why all animations in Quill for quest look like this.

It's actually the recommended approach for transparency in this hardware

It's one of the possible solutions.

I've also seen a similar approach used for PC, although there it was used to get the water to work with deferred shading. It included rendering depth info at a lower scale, using deferred shading and then mixing the results.

In the end, I decided to use dithering for PC too but mixed with alpha as it adds fuzziness to the smoke.

Also, in some cases, I decided not to use it at all. Muzzle flashes, some explosions and particles. They looked better with either scaling down or being cut sharp and clean.