Dithering (Dithering / Dither / Dither) is a technical term that is extremely important in the rendering and optimization of game graphics (technical art). An explanation of ultra-high-speed graphics optimization technology that uses a fine halftone pattern of dots (noise) to artificially blend colors to prevent gradation steps (color banding), or to dissolve (fading) while remaining opaque without using translucency.

Real-world analogy: Completely stop using transparent paint (semi-transparent) and paint over each other, and change the ratio of the fineness of the dots, like a collection of fine black dots (dither dots) on newspaper, to create an illusion of halftone dot printing that makes it appear slightly transparent and disappearing when viewed from a distance

Without using any heavy "transparent paint", the surface of a single sturdy board polygon (opaque) is cut out (Alpha Clipping) with extremely small halftone dots (dither pattern) like a chessboard. By gradually changing the perforation ratio (density) of the halftone dots from 0% to 100% depending on time and distance, the human eye creates an illusion that makes it appear as if the object is disappearing through the object. Because it can be culled while remaining opaque, performance remains literally ``blazing fast.''

Dithering (Dithering / Dither / Dither) concept infographic diagram

Illustration: Dithering (Dithering / Dither / Infographic that clearly illustrates the basic processing flow and mechanism of Dither) in Japanese.

Detailed mechanism and operating principle

Keep the material ``Opaque'' and use the shader ``Alpha Clipping'' and ``Dither (dither pattern noise)'' to gradually increase the proportion of hidden pixels in the fine halftone dots, giving the appearance of semi-transparency and fading it out.