Is there a way to make a cheap mobile translucency shader

The material I’m trying to create is a sprite material that handles transparency effects cheaply on mobile platforms.
While i was playing Diablo immortal, I noticed that some npc’s have this fake transparency shader.
Instead of actually using any transparency. it just renders a black silhouette of the character, and every second pixel draws the background image.
The end product looks like a checkered grid of pixels mixed with background pixels, and it looks extremely cheap on mobile.
At one point there was 14 ‘fake’ translucent characters and 3 translucent UI objects at once.

Under materials in UE 4&5, we have about 5 different blend modes. I’m not sure if i need to add material blend modes, but that’s what it looks like.

I tried a few different things to get a ‘MobileFadingSpriteMaterial’ working by using masked blend mode, but I can’t find anything that works.
Has anybody tried anything like this?

I stumbled upon the answer when looking through videos. UE4: How to fix translucent materials (dithered opacity) - YouTube

I needed dithered opacity on my objects. The shader is really easy to make. You just take the alpha channel from a base color or texture alpha channel, plug it into a DitherTemporalAA node, and plug that into opacity.

The object must be masked blend mode, otherwise no performance gains to be had.

The Dither Temporal AA has a random node, best just leave it at 0 or else you’ll see some dizzying on screen motion artifacts that flicker the opposite direction from whatever the camera’s doing.

I’m shocked this actually worked without turning on mobile TAA support.

Hi there @Psycadelicrash,

Hope you’re well and having a great week so far!

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Thanks and happy developing!

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