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Alpha to coverage

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Alpha to coverage[1][2] is a multisampling computer graphics technique, which uses the alpha channel of textures as a coverage mask for anti-aliasing. This particular technique is useful for situations where dense foliage or grass must be rendered in a video game.[3]

Alpha to coverage multisampling is based on regular multisampling, except that the alpha coverage mask is ANDed with the multisample mask. Alpha-to-coverage converts the alpha component output from the pixel shader to a coverage mask. When the multisampling is applied each output fragment gets a transparency of 0 or 1 depending on alpha coverage and the multisampling result.

See also

References

  1. ^ "Anti-aliased Alpha Test: The Esoteric Alpha To Coverage | by Ben Golus | Medium".
  2. ^ "Alpha to coverage | Semantic Scholar".
  3. ^ "Configuring Blending Functionality (Windows)". Microsoft Developer Network. Retrieved 2013-01-27. Alpha-to-coverage is a multisampling technique that is most useful for situations such as dense foliage where there are several overlapping polygons that use alpha transparency to define edges within the surface