# Objective - Alpha mask was previously ignored when using an unlit material. - Fixes https://github.com/bevyengine/bevy/issues/4479 ## Solution - Extract the alpha discard to a separate function and use it when unlit is true ## Notes I tried calling `alpha_discard()` before the `if` in pbr.wgsl, but I had errors related to having a `discard` at the beginning before doing the texture sampling. I'm not sure if there's a way to fix that instead of having the function being called in 2 places. |
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| .. | ||
| 3d_scene.rs | ||
| 3d_shapes.rs | ||
| lighting.rs | ||
| lines.rs | ||
| load_gltf.rs | ||
| msaa.rs | ||
| orthographic.rs | ||
| parenting.rs | ||
| pbr.rs | ||
| render_to_texture.rs | ||
| shadow_biases.rs | ||
| shadow_caster_receiver.rs | ||
| skybox.rs | ||
| spherical_area_lights.rs | ||
| split_screen.rs | ||
| spotlight.rs | ||
| texture.rs | ||
| transparency_3d.rs | ||
| two_passes.rs | ||
| update_gltf_scene.rs | ||
| vertex_colors.rs | ||
| wireframe.rs | ||