$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 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