$alphatest: Difference between revisions

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m (Some adiditonal Information for $AllowAlphaToCoverage, $alphatestreference can only be set in a shaders snapshot state. Not a bug!)
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==Additional parameters==
==Additional parameters==
{{MatParam|$alphatestreference|float|Specifies the threshold alpha channel value at which the surface should be transparent instead of opaque. A value of ".3" will create a thicker shape while a value of ".7" will create a thinner shape.<br>Default "0.5".
{{MatParam|$alphatestreference|float|Specifies the threshold alpha channel value at which the surface should be transparent instead of opaque. A value of ".3" will create a thicker shape while a value of ".7" will create a thinner shape.<br>Default "0.5".
: {{bug|<code>$alphatestreference</code> cannot be updated in real time with [[Material_proxies|proxies]].}}
: {{note|<code>$alphatestreference</code> cannot be updated in real time with [[Material_proxies|proxies]].}}
: {{Tip|This limitation can be circumvented by using $alphatestreference 1, and modifying the <code>[[$alpha]]</code> value instead. (requires $alpha to be raised above 1, its normal threshold, this may cause sorting issues)}}
: {{Tip|This limitation can be circumvented by using $alphatestreference 1, and modifying the <code>[[$alpha]]</code> value instead. (requires $alpha to be raised above 1, its normal threshold, this may cause sorting issues)}}
: {{Tip|For [[VertexLitGeneric|VertexLitGeneric]] on models you can use <code>[[$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.}}{{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.}} }}
{{warning|MSAA must be enabled in order for this to have an 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.}}
{{modernNote| At maximum MSAA Level (Tested in {{src13|2}}) there are 7 transparency steps. ( 9 if you include fully Opaque and fully Transparent )<br>
The levels should roughly be arranged as such:<br>
<code>Linear : fully transparent - 0.06 - 0.18 - 0.31 - 0.43 - 0.56 - 0.68 - 0.81 - 0.93 - fully opaque</code><br>
<code>RGB : fully transparent - 15 - 46 - 80 - 110 - 143 - 174 - 207 - 238 - fully opaque</code><br>
( 0-255 values are rounded to the next highest. Formula used is <code>LinearValue * 255)</code>}}
{{todo|Make a table for this. One that considers other MSAA Levels}}
}}


==Comparison==
==Comparison==

Revision as of 04:06, 26 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