Alpha mesh and occurring blur

An image of the issue, at first:

What you see on the left is the end of my plane mesh, blurring the shape behind. On the right side, you see that no blur is applied where the transparent mesh is not projecting.

When I create a mesh with those settings:

          let g = MeshBuilder.CreatePlane("n_" + x, {
                width: 10,
                height: 7.5
            }, scene);
          g.billboardMode = Mesh.BILLBOARDMODE_Y; // optional
          g.checkCollisions = false; // optional
          g.receiveShadows = false;

          let m = new StandardMaterial("z" + x, scene);
          m.diffuseTexture = new Texture("/tex.png");
          m.diffuseTexture.hasAlpha = true;
          m.useAlphaFromDiffuseTexture = true;
          m.alphaMode = 1; // tried them all, really, same result or worst.
          m.emissiveColor = new Color3(.3, .3, .3);
          m.backFaceCulling = false;
          g.material = m;

I end up with the background blurred like in the picture.

From this page, I even tried to add:

           m.needDepthPrePass = true;
           m.transparencyMode = Material.MATERIAL_ALPHATESTANDBLEND;

But the result is the same.
How can I solve that issue, if possible?

Sorry, this time a PG is not possible,


Without a repro it’s going to be hard…

Are you sure it’s not your tex.png texture that has this gradient pattern?


I will setup a minimalist PG right now and update my post :innocent:

hmm, in the PG, it works well…

I certainly have (I do) an effect activated that cause this.
Debug time.
Sorry for the bump, next time, I will try in the PG first.

for the record, on my scene, it was the Motion Blur post process which did that, even standing still.

Not sure why, but now the issue is identified.


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