$alphatest: Difference between revisions

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The <code>[[$alphatest]]</code> command specifies that the material uses a mask to determine binary opacity. White represents fully opaque, while black represents fully transparent. Any values in-between are rounded to either 0 or 1. This effect is similar to [[$translucent]] except for the fact that it can not go between fully opaque or fully translucent and the engine can sort it properly when layered.
The <code>[[$alphatest]]</code> command specifies that the material uses a mask to determine binary opacity. White represents fully opaque, while black represents fully transparent. Any values in-between are rounded to either 0 or 1. This effect is similar to [[$translucent]] except it can not be semi-opaque and the engine can sort it properly when layered.





Revision as of 20:29, 21 April 2017

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

$alphatest1 <bool>
LightmappedGeneric
{
	$basetexture glass\window001a
	$alphatest 1
       $allowalphatocoverage 1
       $alphatestreference .5
}

Additional parameters

$alphatestreference float
Specifies the value in which the effect is rounded to 1. A value of ".3" will create a thicker shape while a value of ".7" will create a thinner shape.
$allowalphatocoverage <bool>
Creates an edge with .5 opacity. Any values between 0 and 1 are rounded into .5 opacity. Can be used for softer edges. This parameter is incompatible with $alphatestreference

See also