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app: Transparency in GLB dithering or clipping
Semitransparent meshes seem to either dither or clip in the engine, but are not displaying accurately. These images are of the same asset in the same browser (Brave)
First one is on an AMD graphics card, RYZEN CPU: (dithering)

Second is on an NVIDIA card, INTEL CPU: (clipping)

Here is an image of the asset as seen in Blender:

Does toggling scene post processing change anything?
Toggling postprocessing off in the scene makes the GLB display correctly:

Then it is a post processing shader issue. Can you figure out which post processing step it is by enabling/disabling them?