DOF messes with occlusion of transparent neon parts

The behaviour of transparent neon parts and DOF recently changed leading to them occluding in front of other transparent parts when they’re expected to occlude behind them. I first noticed it on the second of august.

DOF seems to be what causes the problem as it goes away when disabling it or turning down the graphics. The focus distance dictates the range where it appears on as it only appears on certain distances. Below is a Gyazo video showing it aswell as a simple place file with it:
https://gyazo.com/6d5b56d7ea6da8047677b9a665ffe6be
bugreport_neon.rbxl (60.5 KB)

Expected behavior

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I’ve been struggling with this too. One thing I find interesting is that DOF only seems to have been changed for distant neon objects (FarIntensity), not parts affected by NearIntensity.

Look at the green Neon parts in the following images (all are at 0.3 Transparency)


Affected by NearIntensity, as expected


Affected by NearIntensity again, as expected


FarIntensity affects the Neon part in a strange unexpected way

Hopefully this can be resolved!

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Interesting! The issue you’re having seems to be a broader issue with DOF and transparent neon parts. The problem i focused on was how neon parts occlude incorrectly with DOF but I seemed to have completely missed the more general problem you found, unless this is a more recent issue?

Neon parts and DOF don’t play along well now though which is unfortunate as it limits different effects and styles.

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Hi, can you try the neon object without transparency as a workaround? Thanks

This solves the scenario in the screenshot, but wouldn’t work in the actual situation this changed behaviour occoured in as I used a mesh with vertex color in the alpha channel to create a gradient from transparent to neon. This only works when there is a slight transparency.

Replying to this post after having a issue that’s fundamentally similar to this.

I am lead to believe that this is purely a DepthOfField rendering error of some kind.

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