$blendtintbybasealpha: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
(Absolutely no reason to delete, this parameter is very useful for props and having a separate page is indeed completely warranted, like with practically every other material params. It is also usable by itself. This article should be expanded instead.)
Line 1: Line 1:
{{stub}}
{{stub}}
{{delete|This has long since been moved to [[$color]].}}
'''$blendtintbybasealpha''' is a [[VMT]] parameter that allows tinting of a mesh's material using the [[$basetexture]]'s [[alpha channel]] as a mask to determine tint '''intensity''' (but ''not'' the tint's [[$color| RGB color]]!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'rendercolor' keyvalue. This technique is used in games like ''Left 4 Dead'' to allow for recoloring of the vehicle props, and in ''Team Fortress 2'' for painting hats.
'''$blendtintbybasealpha''' is a [[VMT]] parameter that allows tinting of a mesh's material using the [[$basetexture]]'s [[alpha channel]] as a mask to determine tint '''intensity''' (but ''not'' the tint's [[$color| RGB color]]!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'rendercolor' keyvalue. This technique is used in games like ''Left 4 Dead'' to allow for recoloring of the vehicle props, and in ''Team Fortress 2'' for painting hats.



Revision as of 03:29, 8 July 2024

Stub

This article or section is a stub. You can help by expanding it.

$blendtintbybasealpha is a VMT parameter that allows tinting of a mesh's material using the $basetexture's alpha channel as a mask to determine tint intensity (but not the tint's RGB color!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'rendercolor' keyvalue. This technique is used in games like Left 4 Dead to allow for recoloring of the vehicle props, and in Team Fortress 2 for painting hats.

Icon-Bug.pngBug:Not compatible with $alphatest or $translucent, this parameter will override both. Use the Modulate shader as a workaround.  [todo tested in ?]
Note.pngNote:Only compatible with VertexLitGeneric.

The tint mask simply controls the intensity of tinting. The more alpha, the more intense tinting is.

$blendtintcoloroverbase, a related parameter, controls the amount of color replacement versus tinting. (replacing the color per pixel entirely, versus adding more color to make the colors closer to the tint RGB color.) A value of '0' will be full tint while a value of '1.00' will replace the albedo in the mask area with the color defined with $color2.