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Render highway/notes as opaques #977
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This does fix some quirks like notes/kicknote blending weirdly where you see kick note through a cymbal/etc, or the kick note flashing red before it turns orange at the edge of fading |
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Instead use ztest always in relevant shaders to draw on top
Forgot to mention, but this also removes the hack to clear z-depth between rendering various parts. So this also should significantly reduce the overdraw when rendering highways |
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This is in a state where I believe everything is working as intended. Everything is rendered as opaques (mostly, other than hit flash/smoke effects obviously). And fade is applied afterwards as a post effect. Fade is applied as part of UICurve shader right now but could be applied separately. its just cheaper to do it right there. Fade/start position is calculated by projecting highway's coordinates onto the screen viewpoint. As far as I can see it looks the same as current code.
Biggest benefit is that no highway-related materials have to carry whole fading around and not care about it at all.
Second is fixing weird issues like kick note peeking through cymbals and whatnot. or the kick note being incorrect color when its in the fade zone because it doesn't have tonemapping applied correctly to it