Points transparent textures depth artifacts (soft particles)

Hmm, thank you! Approach with THREE.depthTexture is a lot simpler than my way of playing around with MeshDepthMaterial. I have the depth texture of the solid objects ready to be passed to my soft particles shader, but I dont know how to properly read the depth of my particle in the shader. If I understand the soft algorithm correctly, I need it in order to compare both of them to check how close the particle is to the scene meshes (detect edges and smooth out the alpha).

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