$translucent: Difference between revisions
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"$translucent" 1 | "$translucent" 1 | ||
* Used with [[UnlitGeneric]], [[VertexLitGeneric]], [[LightmappedGeneric]] and many more shaders to enable a opacity map according to the alpha channel of the [[$basetexture]]. | * Used with [[UnlitGeneric]], [[VertexLitGeneric]], [[LightmappedGeneric]] and many more shaders to enable a opacity map according to the alpha channel of the [[$basetexture]]. | ||
* '''Warning:''' There are [http://www.chatbear.com/board.plm?a=viewthread&t=697,1113959073,6037&id=839735&b=4986&v=flatold reports] of a Rendering bug which reverses the overlay order of multiple translucent materials; so that the further material occludes the nearer one. The preferred solution appears to be to use [[$alphatest]] instead or [[$translucent]]. | |||
=== Additional Parameters=== | === Additional Parameters=== | ||
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"$alphatest" 1 | "$alphatest" 1 | ||
* Every pixel with an alpha value less than 178 will be completely transparent in game. (However, values close to this value will confuse the shader at distances.) | * Every pixel with an alpha value less than 178 will be completely transparent in game. (However, values close to this value will confuse the shader at distances.) | ||
* This type of shading costs much less than [[$translucent]] shading | * This type of shading costs much less than [[$translucent]] shading. | ||
====$additive==== | ====$additive==== |
Revision as of 20:19, 8 November 2007
Basic VMT syntax
"$translucent" 1
- Used with UnlitGeneric, VertexLitGeneric, LightmappedGeneric and many more shaders to enable a opacity map according to the alpha channel of the $basetexture.
- Warning: There are reports of a Rendering bug which reverses the overlay order of multiple translucent materials; so that the further material occludes the nearer one. The preferred solution appears to be to use $alphatest instead or $translucent.
Additional Parameters
$alpha
"$alpha" float
- Scales material opacity by the 'float' number.
$alphatest
"$alphatest" 1
- Every pixel with an alpha value less than 178 will be completely transparent in game. (However, values close to this value will confuse the shader at distances.)
- This type of shading costs much less than $translucent shading.
$additive
"$additive" 1
- Renders the texture additively (Its colors are added to, instead of replacing, what is displayed behind it).