Cut holes without sorting.
Alpha hash turns partial coverage into a stable opaque-like discard pattern, keeping cutout surfaces out of the transparent sorting queue while preserving an adjustable coverage ratio.
Preparing overlapping cutout cards, an occluded subject, and a coverage texture…
- backend
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- mode
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- cards
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- opacity
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- frame ms
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- sample
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The material will compile after the renderer selects its backend.
opaque queue · depth write
cutoff = 0.50
sorted · no depth write
available on alpha test
SSAA level 2
same material modes
Three intersecting cutout cards overlap a rotating subject. Switch modes, then lower SSAA to expose why alpha hash trades grain for draw-order independence.
WebGPU uses the NodeMaterial path and optional SSAA. The forced WebGL2 route keeps the same mode comparison with renderer MSAA.
Derived from the official WebGPU alpha-hash example, WebGL alpha-hash example, and the Material alphaHash, alphaTest, alphaToCoverage, depthWrite, and transparent contracts. Use ?forceWebGL=1 to inspect the labeled WebGL2 reference.
The renderer could not create the study.