Alpha blended Transparency is now using dual source blending making it
fully compatible with cycles Transparent BSDF.
Multiply and additive blend mode can be achieved using some nodes and are
going to be removed.
Now hashed alpha materials are stable when moving the camera/not using TAA.
It also converge to a noise free image when using TAA. No more numerical imprecision.
There still can be situations with multiple overlapping transparent surfaces that can lead to residual noise.
- Use only one 2d texture array to store all shadowmaps.
- Allow to change shadow maps resolution.
- Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders.
Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.