$vertexcolor and $vertexalpha: Difference between revisions
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Note:Using a modified StudioMDL and VRAD, it is possible to get user-defined vertex colors on static props.
Bug:$vertexalpha implies $translucent. Materials with $vertexalpha will use the alpha channel of the $basetexture for translucency, in addition to the vertices' alpha, regardless of if $translucent is enabled.
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'''<code>$vertexalpha</code>''' and '''<code>$vertexcolor</code>''' are two [[VMT]] commands that make the surface derive its [[alpha]] and [[RGB|color]] values from per-[[vertex]] data provided by the engine. | {{DISPLAYTITLE:{{mono|$vertexcolor}} and {{mono|$vertexalpha}}}} | ||
'''<code>$vertexalpha</code>''' and '''<code>$vertexcolor</code>''' are two [[Material|VMT]] commands that make the surface derive its [[alpha]] and [[RGB|color]] values from per-[[vertex]] data provided by the engine. | |||
Only [[particle]]s and [[decals]] are known to modify their vertex data, but it should be possible to implement your own scenarios too. Vertex alpha and color ''cannot'' be compiled into a [[model]] however. | Only [[particle]]s and [[decals]] are known to modify their vertex data, but it should be possible to implement your own scenarios, too. Vertex alpha and color ''cannot'' be compiled into a [[model]], however. | ||
{{note|Using a modified StudioMDL and VRAD, it is possible to get user-defined vertex colors on [[Prop static|static props]].}} | |||
For HUDs in | For HUDs in {{game link|Garry's Mod}}, the parameter '''<code>$vertexalpha</code>''' is needed in order to make the alpha parameter of {{code|[https://wiki.facepunch.com/gmod/surface.SetDrawColor surface.SetDrawColor()]}} working. | ||
<code>[[LightmappedGeneric]]</code> and <code>[[UnlitGeneric]]</code> materials support per-vertex alpha; however, a few conditions must be met: | |||
* <code>$vertexalpha</code> must be set to 1 | |||
* <code>$vertexcolor</code> must be set to 1 (except on <code>UnlitGeneric</code>) | |||
* The surface must be a [[displacement]]. | |||
** You can use the "paint alpha" tool to paint the alpha. | |||
There are some additional caveats. | |||
* You can define a second base texture, but it will be invisible. | |||
* Materials with <code>$vertexalpha 1</code> will render as translucent materials and thus suffer from the same sorting issues and caveats as materials with [[$translucent]]. | |||
{{bug|hidetested=1|{{mono|$vertexalpha}} implies {{mono|$translucent}}. Materials with {{mono|$vertexalpha}} will use the alpha channel of the {{mono|$basetexture}} for translucency, in addition to the vertices' alpha, regardless of if {{mono|$translucent}} is enabled.}} | |||
{{todo|Are these commands shader-agnostic?}} | {{todo|Are these commands shader-agnostic?}} | ||
[[Category: | [[Category:Shader parameters|v]] |
Latest revision as of 07:15, 20 May 2025
$vertexalpha
and $vertexcolor
are two VMT commands that make the surface derive its alpha and color values from per-vertex data provided by the engine.
Only particles and decals are known to modify their vertex data, but it should be possible to implement your own scenarios, too. Vertex alpha and color cannot be compiled into a model, however.

For HUDs in Garry's Mod , the parameter
$vertexalpha
is needed in order to make the alpha parameter of surface.SetDrawColor() working.
LightmappedGeneric
and UnlitGeneric
materials support per-vertex alpha; however, a few conditions must be met:
$vertexalpha
must be set to 1$vertexcolor
must be set to 1 (except onUnlitGeneric
)- The surface must be a displacement.
- You can use the "paint alpha" tool to paint the alpha.
There are some additional caveats.
- You can define a second base texture, but it will be invisible.
- Materials with
$vertexalpha 1
will render as translucent materials and thus suffer from the same sorting issues and caveats as materials with $translucent.

Todo: Are these commands shader-agnostic?