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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 it can not be semi-opaque 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. {{todo|Provide pictures to show the difference.}} | ||
Revision as of 17:19, 12 November 2018
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. 
Todo: Provide pictures to show the difference.
VMT syntax example
$alphatest <bool>
LightmappedGeneric { $basetexture glass\window001a $alphatest 1 $allowalphatocoverage 1 $alphatestreference .5 }
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
See also
- $alpha, for texture-wide translucency
- $distancealpha, for vector-like alpha edges
- $translucent