$vertexcolor and $vertexalpha: Difference between revisions

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(It works in CS:GO, and it works with $translucent. Stop spreading nonsense.)
m (some formatting and punctuation fixes.)
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'''<code>$vertexalpha</code>''' and '''<code>$vertexcolor</code>''' are two [[VMT]] commands that make the surface derive its [[alpha]] and [[RGB|color]] values from per-[[vertex]] data provided by the engine.
'''<code>$vertexalpha</code>''' and '''<code>$vertexcolor</code>''' are two [[Material|VMT]] commands that make the surface derive its [[alpha]] and [[RGB|color]] values from per-[[vertex]] data provided by the engine.


Only [[particle]]s and [[decals]] are known to modify their vertex data, but it should be possible to implement your own scenarios too. Vertex alpha and color ''cannot'' be compiled into a [[model]] however.
Only [[particle]]s and [[decals]] are known to modify their vertex data, but it should be possible to implement your own scenarios, too. Vertex alpha and color ''cannot'' be compiled into a [[model]], however.




For HUDs in ''Garry's Mod'', the parameter '''<code>$vertexalpha</code>''' is needed in order to make the alpha parameter of [http://wiki.garrysmod.com/page/surface/SetDrawColor <code>surface.SetDrawColor()</code>] working.
For HUDs in {{game link|Garry's Mod}}, the parameter '''<code>$vertexalpha</code>''' is needed in order to make the alpha parameter of [http://wiki.garrysmod.com/page/surface/SetDrawColor <code>surface.SetDrawColor()</code>] working.






[[LightmappedGeneric]] and [[UnlitGeneric]] materials support per vertex alpha, however a few conditions must be met.
<code>[[LightmappedGeneric]]</code> and <code>[[UnlitGeneric]]</code> materials support per-vertex alpha; however, a few conditions must be met:
* <code>$vertexalpha</code> must be set to 1
* <code>$vertexcolor</code> must be set to 1 (except on <code>UnlitGeneric</code>)
* The surface must be a [[displacement]].
** You can use the "paint alpha" tool to paint the alpha.


; <code>[[$vertexalpha]] <[[bool]]></code>
: Must be set to 1
; <code>[[$vertexcolor]] <[[bool]]></code>
: Must be set to 1 (This is not necessary on UnlitGeneric)
; The surface must be a displacement.
: You can use the "paint alpha" tool to paint the alpha.


There are some caveats.
There are some additional caveats.
: You can define a second base texture, but it will be invisible.
* You can define a second base texture, but it will be invisible.
: Material renders as a translucent materials, and as such, suffers from the same sorting issues and caveats as materials with [[$translucent]]
* Materials with <code>$vertexalpha 1</code> will render as translucent materials and thus suffer from the same sorting issues and caveats as materials with [[$translucent]].





Revision as of 16:27, 12 April 2022

$vertexalpha and $vertexcolor are two VMT commands that make the surface derive its alpha and color values from per-vertex data provided by the engine.

Only particles and decals are known to modify their vertex data, but it should be possible to implement your own scenarios, too. Vertex alpha and color cannot be compiled into a model, however.


For HUDs in Garry's Mod Garry's Mod , the parameter $vertexalpha is needed in order to make the alpha parameter of surface.SetDrawColor() working.


LightmappedGeneric and UnlitGeneric materials support per-vertex alpha; however, a few conditions must be met:

  • $vertexalpha must be set to 1
  • $vertexcolor must be set to 1 (except on UnlitGeneric)
  • The surface must be a displacement.
    • You can use the "paint alpha" tool to paint the alpha.


There are some additional caveats.

  • You can define a second base texture, but it will be invisible.
  • Materials with $vertexalpha 1 will render as translucent materials and thus suffer from the same sorting issues and caveats as materials with $translucent.


Todo: Are these commands shader-agnostic?