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How to change gltf/PbrMetallicRoughness default Blend Mode to transparent ? #392

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ThanosRestas asked this question in Q&A
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glTF comes with out-of-the box support for:

  • Opaque materials
  • Alpha Masking (equivalent to Blend Mode Cutout)
  • Alpha Blending (equivalent to Blend Mode Fade)

That does not allow you to re-create materials like transparent glass, where light transmits, but there's still a specular reflection.

To achieve this, you have to make use of the KHR_materials_transmission extension. It allows you to create glass-like materials (even tinted or frosted ones). The shader's blend mode will implicitly be set to transparent if you use this extension. Make sure your glTF generator has proper support for it.

Note: Depending on your render pipeline (settings), glTFast only offers partial support for transmi…

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