Make transparency stop popping.
Weighted blended order-independent transparency accumulates transparent fragments per pixel, so intersecting surfaces do not depend on a fragile draw order.
Preparing intersecting planes, orbiting glass spheres, and the opaque beauty target…
- backend
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- strategy
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- surfaces
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- opacity
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- frame ms
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The pass will compile after the renderer selects its backend.
Σ color × alpha × weight
Π (1 − alpha)
depth-test, no depth-write
mix(accum / alpha, beauty, revealage)
draw order independent
camera-sorted transparency
Three planes intersect at the center and orbiting spheres cross one another. Toggle the compositor to compare a per-object camera sort with weighted accumulation.
WebGPU executes the OIT pass. The forced WebGL2 route keeps the same scene and controls but intentionally uses the normal sorted transparency path.
Derived from the official OIT example, RenderPipeline, PassNode, MRTNode, and RenderTarget contracts. Use ?forceWebGL=1 to inspect the labeled baseline.
The renderer could not create the study.