alphaTest/Coverage changes in latest vs 1.64.6?

Hello everyone, I’m currently investigating the modifications made to alphaTest and alphaToCoverage. In version 1.64.4, when dealing with a semi-transparent texture, fully transparent parts remain hidden, and semi-transparent portions appear as intended (opaque/half transparent color). However, in the latest engine version, transparent regions are obscured, and semi-transparent areas are displayed as fully filled color.

Any suggestions on how to patch the latest engine to replicate the functionality of version 1.64.4? Thanks for any insights!

This is possibly related to Issues with transparency in glb models · Issue #5902 · playcanvas/engine · GitHub
@slimbuck

I assume this is the part I need to patch in order to have 1.64.4 functionality?

yep, I assume that is causing the difference for you.

We’ve just reverted this change, it should be released in about a week or so.

I’d like to add some of my observations from the current editor build.

  1. If you load a model + texture from within editor env, semi-transparent can’t be visible
  2. If you load a model, and texture is loaded and applied dynamically to the model, semi-transparent is visible (the goal)
        const skinTexture = assets[1].resource; 

        skinTexture.minFilter = pc.FILTER_NEAREST;
        skinTexture.magFilter = pc.FILTER_NEAREST;
        skinTexture.addressU = pc.ADDRESS_CLAMP;
        skinTexture.addressV = pc.ADDRESS_CLAMP;

        const mat = new pc.StandardMaterial();
        mat.diffuseMap = pc.app.assets.find('skin1').resource;
        mat.opacityMap = pc.app.assets.find('skin1').resource;
        mat.opacityMapUv = 0;
        mat.opacityMapChannel = "a";
        mat.aplhaTest = 1;
        mat.alphaToCoverage = true;
        mat.emmisive = new pc.Color().fromString('#000000');
        mat.specular = new pc.Color().fromString('#000000');
        mat.cull = pc.CULLFACE_NONE;