$translucent: Difference between revisions
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The [[$translucent]] [[VMT command]] Specifies that the material should use the alpha channel of the [[$basetexture]].VTF to mask transparent sections of the material. | |||
==VMT syntax example== | |||
"[[LightmappedGeneric]]" | |||
{ | |||
"[[$basetexture]]" "decals/mydecal" | |||
"[[$decal]]" 1 | |||
"[[$decalscale]]" 0.10 | |||
"[[$translucent]]" 1 | |||
} | |||
* Used with [[UnlitGeneric]], [[VertexLitGeneric]], [[LightmappedGeneric]] and many more shaders. | * Used with [[UnlitGeneric]], [[VertexLitGeneric]], [[LightmappedGeneric]] and many more shaders. | ||
* '''Warning:''' There are [http://www.chatbear.com/board.plm?a=viewthread&t=697,1113959073,6037&id=839735&b=4986&v=flatold reports] of a Rendering bug which reverses the overlay order of multiple translucent materials; so that the further material occludes the nearer one. The preferred solution appears to be to use [[$alphatest]] instead or [[$translucent]]. | * '''Warning:''' There are [http://www.chatbear.com/board.plm?a=viewthread&t=697,1113959073,6037&id=839735&b=4986&v=flatold reports] of a Rendering bug which reverses the overlay order of multiple translucent materials; so that the further material occludes the nearer one. The preferred solution appears to be to use [[$alphatest]] instead or [[$translucent]]. | ||
Revision as of 17:17, 4 April 2008
The $translucent VMT command Specifies that the material should use the alpha channel of the $basetexture.VTF to mask transparent sections of the material.
VMT syntax example
"LightmappedGeneric" { "$basetexture" "decals/mydecal" "$decal" 1 "$decalscale" 0.10 "$translucent" 1 }
- Used with UnlitGeneric, VertexLitGeneric, LightmappedGeneric and many more shaders.
- 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
$additive
"$additive" 1
- Renders the texture additively (Its colors are added to, instead of replacing, what is displayed behind it).
$alpha
"$alpha" <float>
- Scales material opacity by the 'float' number.
- 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.(see $alphatest)