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Doesn't affect all things with transparency oddly!
Transparency Testing
Testing on a multi-use texture plc_trans.tga used for blood and other things. This has to use the base ESRGAN (Pytorch) for the transparency options.
All are using 4x_BSRGAN model in Cupscale 1.39.0.
Note Alpha Depth of Binary or Tertiary just cuts a load of alpha out. Don't use for the blood one. Might work better when we want to eliminate the "white edges" in grass and leaves above since it leaves a hard edge in the final result.
| File | Source | Alpha Mode 1 (Differential Alpha) Alpha Depth Full (8-Bit) | Alpha Mode 2 (Separated Alpha) Alpha Depth Full (8-Bit) | Alpha Mode 3 (Channel Alpha) Alpha Depth Full (8-Bit) | Notes |
|---|---|---|---|---|---|
| plc_trans.tga | More obvious inside of Cupscale (with the squares background). Mode 1: This removes a lot of the left hand "web" which is messy. | ||||
Issues on Blood
Looks weird - transparent! Edit: Found the issue (or at least what it could be) the TGA source I used was beta files which were altered for Final. Probably should redo the TGA source using the game TGA if it is the highest (or equal highest).
Winter Tileset
Oddities...
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