Note: In the initial release of Minecraft with RTX, the client will use the same textures for both RTX enabled and disabled. This means that an opacity value that is tuned for RTX enabled might look too transparent when RTX is disabled. To help balance this out, the game will only use the upper half of the range of the texture’s alpha channel (0.5 - 1) when RTX is enabled, but it will map this range to the full range of opacity in the game so no functionality is lost. For RTX disabled, the full range of the alpha channel will be mapped to the full range opacity in the game.
Examples:
If the texture’s alpha channel value = 0 (black), then:
For RTX enabled in the game, texture opacity = 0 (fully transparent)
For RTX disabled in the game, texture opacity = 0 (fully transparent)
If the texture’s alpha channel value = 0.5 (middle gray), then:
For RTX enabled in the game, texture opacity = 0 (still fully transparent)
For RTX disabled in the game, texture opacity = 0.5 (50% opaque)
If the texture’s alpha channel value = 0.75 (light gray), then:
For RTX enabled in the game, texture opacity = 0.5 (50% opaque)
For RTX disabled in the game, texture opacity = 0.75 (75% opaque)
If the texture’s alpha channel value = 1 (white), then:
For RTX enabled in the game, texture opacity = 1 (fully opaque)
For RTX disabled in the game, texture opacity = 1 (fully opaque)