I’m doing a VR project where I have a big model made up of several different parts, and I need to highlight specific parts by fading out every other object leaving them at around 30% opacity.
I’ve done some research but I’m afraid I’m not knowledgeable enough to make sense of it all on my own.
From what I understand using straight up Opacity is far too expensive. Dither Temporal AA, like in this thread, results in this artifact lag that they mention in that same thread. Further on they talk about some quite technical rendering solutions that I have a hard time wrapping my head around. The main one seems to be to render it twice, once Opaque and once Transparent, and use “Custom Depth” to go between them?
Is that the way to go? If so I would be incredibly grateful if someone could give me a noob explanation to how it works.
And if not, is there a different, better way to do transparency in VR?