Alpha To Coverage - Oculus GO
Following a lot of experiments in removing aliasing in our Apps i noticed that a significant feature seems to be out of reach.
Im looking for tips to enable an already working feature on PC Alpha to Coverage for Oculus Go and Android. I hope it solves the Problem that all my masked materials alias very significantly (such as foliage).
asked Jan 02 '19 at 12:43 PM in Rendering
Here is code i found deep on the Oculus Dev Platforms that allows us to enable Alpha 2 Coverage for Android! So no credits for me please. I updated it for 4.22
Important to note that it increases the cost of masked materials! And there is a Qualcomm forced dithering. It still looks way better, so for some of you it could make sense.
answered Jul 09 '19 at 11:35 AM
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