$alphatest: Difference between revisions
		
		
		
		
		
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Note:Much faster to draw.
		
	
NvC DmN CH (talk | contribs) m (syntax formating)  | 
				NvC DmN CH (talk | contribs)  m (boolean reference)  | 
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: Specifies the minimum color value of the alpha channel in which the effect is rounded to 255. A value of ".3" will create a thicker shape while a value of ".7" will create a thinner shape.  | : Specifies the minimum color value of the alpha channel in which the effect is rounded to 255. A value of ".3" will create a thicker shape while a value of ".7" will create a thinner shape.  | ||
; <code>$allowalphatocoverage <bool></code>  | ; <code>$allowalphatocoverage [[Boolean|<bool>]]</code>  | ||
: Creates transparent steps based on alpha values. Can be used for softer edges. This parameter is incompatible with <code>$alphatestreference</code>  | : Creates transparent steps based on alpha values. Can be used for softer edges. This parameter is incompatible with <code>$alphatestreference</code>  | ||
Revision as of 07:09, 6 January 2019
The $alphatest command specifies that the material uses a mask to determine binary opacity. White represents fully opaque, while black represents fully transparent. Any values in-between are rounded to either 0 or 1. This effect is similar to $translucent except it can not be semi-opaque and the engine can sort it properly when layered.
VMT syntax example
$alphatest <bool>
LightmappedGeneric { $basetexture glass\window001a $alphatest 1 $alphatestreference .5 $allowalphatocoverage 1 }
Additional parameters
$alphatestreference float- Specifies the minimum color value of the alpha channel in which the effect is rounded to 255. A value of ".3" will create a thicker shape while a value of ".7" will create a thinner shape.
 
$allowalphatocoverage <bool>- Creates transparent steps based on alpha values. Can be used for softer edges. This parameter is incompatible with 
$alphatestreference 
Comparison
| $translucent | $alphatest | 
|---|---|
Notice how the right circle hardly changes.
See also
$alpha, for texture-wide translucency$distancealpha, for vector-like alpha edges$translucent

