Transparency in forward shading VR - Resident Evil 4

When I have time I will dig into this and update if I have any insight, but transparency, glass and windows are something that I see they did well in Resident Evil 4.

In the first level, the player goes upstairs and breaks through a window with a grunge decal on it and slight reflectance. It is almost as good as the shiny glass I see in The Room (which was authored in Unity) but have never been able to replicate.

I have only ever been able to use the dithered glass approach, any other shader gives me significant performance issues which I see someone got past for RE4.

I wonder if anyone knows what they did here. I’m also curious what happens in the lengthy “one time optimization for your Quest 2” process at the beginning. Anyway, if I figure it out I’ll update.

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