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It's due to a configuration mistake on my side. You need to set the Visibility Range End Margin (which normally acts as hysteresis) to a value greater than 0.0 for the fading effect to be visible.
Calinou
changed the title
Vulkan: Visibility Range transparency fade doesn't work as expected
Vulkan: Emit a node configuration warning when GeometryInstance3D fade is enabled, but the margin is set to 0
Nov 26, 2021
Related to #55367.
Godot version
4.0.dev (5efe80f)
System information
Fedora 34, GeForce GTX 1080 (NVIDIA 470.74)
Issue description
The transparency-based distance fade implemented in #54222 doesn't seem to work as expected, both on opaque and transparent (alpha blended) materials.
From left to right:
Spheres on the top have Transparency set to 0.2, spheres on the bottom have Transparency set to 0.0.
visibility-range-fade.mp4
Steps to reproduce
Minimal reproduction project
test_visibility_range_fade.zip
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