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Which rendering mode should be used to create a glass-like material?

Opaque

Transparent

Using transparent rendering mode is essential for creating a glass-like material because it allows for the simulation of light passing through the material, which is a key characteristic of glass. In this mode, the rendering engine calculates how light interacts with the transparent surfaces, enabling effects such as refraction and the ability to see objects through the material. This creates a realistic appearance of glass that can showcase how it distorts and refracts light, giving it depth and realism.

In contrast, opaque materials do not allow any light to pass through and would not be suitable for materials that need to depict transparency. Cutout rendering is designed for materials with sharp, distinct alpha cutouts, typically seen in objects like leaves or fences, rather than for simulating the smooth, translucent qualities of glass. Shader-based options may refer to the use of specific shaders that can also achieve glass-like effects; however, the rendering mode itself specifically governs how the material is processed by the graphics engine, and transparent is the most straightforward choice for glass-like accuracy.

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Cutout

Shader-Based

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