$alphatest: Difference between revisions

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: {{Tip|For [[VertexLitGeneric|VertexLitGeneric]] on models you can use <code>[[$detail]]</code> with <code>$detailblendmode 3</code> and modifying the <code>$detailblendfactor</code> value. Detail texture must be a copy of <code>[[$basetexture]]</code> with a different alpha channel.}}}}
: {{Tip|For [[VertexLitGeneric|VertexLitGeneric]] on models you can use <code>[[$detail]]</code> with <code>$detailblendmode 3</code> and modifying the <code>$detailblendfactor</code> value. Detail texture must be a copy of <code>[[$basetexture]]</code> with a different alpha channel.}}}}
{{MatParam|$allowalphatocoverage|bool|Creates translucent steps based on alpha values. Can be used for softer edges. This parameter is incompatible with <code>$alphatestreference</code>.
{{MatParam|$allowalphatocoverage|bool|Creates translucent steps based on alpha values. Can be used for softer edges. This parameter is incompatible with <code>$alphatestreference</code>.
: {{warning|MSAA must be enabled in order for this to have effect.<br>The granularity of the steps is dependent on chosen amount of MSAA; 2x MSAA will have fewer translucent steps than 8x MSAA.}}}}
: {{warning|MSAA must be enabled in order for this to have effect.<br>The granularity of the steps is dependent on chosen amount of MSAA; 2x MSAA will have fewer translucent steps than 8x MSAA.}}{{modernImportant|Alpha to Coverage works best with when the alpha channels of mipmaps are sharpened in a specific way; {{vtex|4}} does this by default, {{VTFEdit|4}} does not.}} }}


==Comparison==
==Comparison==

Revision as of 20:56, 7 December 2023

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$alphatest is a material shader parameter avaliable in all Source games. It specifies a mask to use 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 that it can not be semi-opaque, is much faster to render, and the engine can sort it properly when layered.

Syntax

$alphatest <bool>

VMT example

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LightmappedGeneric { $basetexture "glass\window001a" $alphatest 1 $alphatestreference 0.5 $allowalphatocoverage 1 }

Additional parameters

$alphatestreference $allowalphatocoverage

Comparison

$translucent $alphatest
Original image, rendered with $translucent
Animated preview of the same image, but with $alphatest. The first image shows the effect of $allowalphatocoverage 1. The rest show alphatest with $alphatestreference ranging from 0.1 to 0.9

Notice how the $alphatest right circle hardly changes.

See also