Files
bevy/examples/3d/transparency_3d.rs
DoceAzedo 10243aaab5 Fix AlphaMode::Mask threshold being ignored on unlit materials (#23206)
# Objective

I noticed that changing the `AlphaMode::Mask` threshold value had no
effect on my material. Looking into the PBR shaders, I found out it was
only reading the `alpha_cutoff` for lit materials, alongside
lighting-related properties.

For unlit materials, it was fallbacking to the [0.5
default](https://github.com/bevyengine/bevy/blob/main/crates/bevy_pbr/src/render/pbr_types.wgsl#L86).

## Solution

Moved the `alpha_cutoff` read out of the lit-only block.

## Testing

The transparency_3d example has an unlit sphere with `AlphaMode::Mask`.
I changed its threshold from 0.5 to 0.1 so the difference is visible
(see below).

_I wasn't sure if I should include the example changes, but I think it
might be good to show off the Mask mode in general._

---

## Showcase

Both examples below have the left unlit sphere with
`AlphaMose::Mask(0.1)`. Before the fix, the unlit sphere appears at the
same time at the lit sphere (because it's fallbacking to 0.5). After the
fix, the unlit sphere appears much earlier.

**Before:**


https://github.com/user-attachments/assets/6a8cb76f-507f-45e2-aa79-72ab7e019760

**After:**


https://github.com/user-attachments/assets/875d6587-40ae-4eda-b245-eda1e94656ce

---------

Co-authored-by: François Mockers <francois.mockers@vleue.com>
2026-03-04 07:34:18 +00:00

116 lines
4.4 KiB
Rust

//! Demonstrates how to use transparency in 3D.
//! Shows the effects of different blend modes.
//! The `fade_transparency` system smoothly changes the transparency over time.
use bevy::{math::ops, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup)
.add_systems(Update, fade_transparency)
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// Opaque plane, uses `alpha_mode: Opaque` by default
commands.spawn((
Mesh3d(meshes.add(Plane3d::default().mesh().size(6.0, 6.0))),
MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
));
// Transparent sphere, uses `alpha_mode: Mask(f32)`
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap())),
MeshMaterial3d(materials.add(StandardMaterial {
// Alpha channel of the color controls transparency.
// We set it to 0.0 here, because it will be changed over time in the
// `fade_transparency` function.
// Note that the transparency has no effect on the objects shadow.
base_color: Color::srgba(0.2, 0.7, 0.1, 0.0),
// Mask sets a cutoff for transparency. Alpha values below are fully transparent,
// alpha values above are fully opaque.
alpha_mode: AlphaMode::Mask(0.5),
..default()
})),
Transform::from_xyz(1.0, 0.5, -1.5),
));
// Transparent unlit sphere, uses `alpha_mode: Mask(f32)`
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap())),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgba(0.2, 0.7, 0.1, 0.0),
alpha_mode: AlphaMode::Mask(0.1),
unlit: true,
..default()
})),
Transform::from_xyz(-1.0, 0.5, -1.5),
));
// Transparent cube, uses `alpha_mode: Blend`
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
// Notice how there is no need to set the `alpha_mode` explicitly here.
// When converting a color to a material using `into()`, the alpha mode is
// automatically set to `Blend` if the alpha channel is anything lower than 1.0.
MeshMaterial3d(materials.add(Color::srgba(0.5, 0.5, 1.0, 0.0))),
Transform::from_xyz(0.0, 0.5, 0.0),
));
// Transparent cube, uses `alpha_mode: AlphaToCoverage`
commands.spawn((
Mesh3d(meshes.add(Cuboid::default())),
MeshMaterial3d(materials.add(StandardMaterial {
base_color: Color::srgba(0.5, 1.0, 0.5, 0.0),
alpha_mode: AlphaMode::AlphaToCoverage,
..default()
})),
Transform::from_xyz(-1.5, 0.5, 0.0),
));
// Opaque sphere
commands.spawn((
Mesh3d(meshes.add(Sphere::new(0.5).mesh().ico(3).unwrap())),
MeshMaterial3d(materials.add(Color::srgb(0.7, 0.2, 0.1))),
Transform::from_xyz(0.0, 0.5, -1.5),
));
// Light
commands.spawn((
PointLight {
shadow_maps_enabled: true,
..default()
},
Transform::from_xyz(4.0, 8.0, 4.0),
));
// Camera
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-2.0, 3.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
));
}
/// Fades the alpha channel of all materials between 0 and 1 over time.
/// Each blend mode responds differently to this:
/// - [`Opaque`](AlphaMode::Opaque): Ignores alpha channel altogether, these materials stay completely opaque.
/// - [`Mask(f32)`](AlphaMode::Mask): Object appears when the alpha value goes above the mask's threshold, disappears
/// when the alpha value goes back below the threshold.
/// - [`Blend`](AlphaMode::Blend): Object fades in and out smoothly.
/// - [`AlphaToCoverage`](AlphaMode::AlphaToCoverage): Object fades in and out
/// in steps corresponding to the number of multisample antialiasing (MSAA)
/// samples in use. For example, assuming 8xMSAA, the object will be
/// completely opaque, then will be 7/8 opaque (1/8 transparent), then will be
/// 6/8 opaque, then 5/8, etc.
pub fn fade_transparency(time: Res<Time>, mut materials: ResMut<Assets<StandardMaterial>>) {
let alpha = (ops::sin(time.elapsed_secs()) / 2.0) + 0.5;
for (_, material) in materials.iter_mut() {
material.base_color.set_alpha(alpha);
}
}