I downloaded it to take a look - in my case the punch-through alpha is being generated using the Mask Image input of a sprite renderer - and I don't seem to see any obvious effects when adjusting the Depth Buffer Alpha Threshold control (no matter where I place it) ... would it be expected to work in the case of sprite mask alpha ?

It works with masks, provided the mask contains proper alpha information. Otherwise, you just get black pixels that aren't transparent (and thus the threshold can't pass/fail the pixels, since they're opaque).

Attachment: AlphaBufferThreshold.qtz
Description: application/quartzcomposer



left-clicking enables the threshold, otherwise it's un-thresholded. Note the difference. The checkerboard is generated from the mask input.

--
[ christopher wright ]
[EMAIL PROTECTED]
http://kineme.net/

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Description: S/MIME cryptographic signature

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