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Per mobile GPU vendor docs, ALPHA-TO-COVERAGE (vs alpha test or alpha blend) is preferred for foliage / hair because of which property?
AMSAA-friendly transparency without sort order issues
BWorks only on Vulkan (not on Metal) by definition
CEliminates the need for any depth testing entirely
DHalves the number of fragment shader invocations always
Answer & Solution
Correct answer: A. MSAA-friendly transparency without sort order issues
NVIDIA + ARM docs: alpha-to-coverage converts alpha into sample-mask using MSAA samples. No transparent sorting; smoother edges than alpha test.
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