$vertexcolor and $vertexalpha: Difference between revisions
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Note:Using a modified StudioMDL and VRAD, it is theoretically possible to get user-defined vertex colors on static props; this is not dynamically colored, however.
Bug:$vertexalpha implies $translucent. Materials with $vertexalpha will use the alpha channel of the $basetexture for translucency, in addition to the vertices' alpha, regardless of if $translucent is enabled. [todo tested in ?]
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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. | ||
{{note|Using a modified StudioMDL and VRAD, it is theoretically possible to get user-defined vertex colors on static props; this is not dynamically | {{note|Using a modified StudioMDL and VRAD, it is theoretically possible to get user-defined vertex colors on static props; this is not dynamically colored, however.}} | ||
Revision as of 20:21, 28 December 2023
$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 Template:Game link, 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:
$vertexalphamust be set to 1$vertexcolormust be set to 1 (except onUnlitGeneric)- 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 1will render as translucent materials and thus suffer from the same sorting issues and caveats as materials with $translucent.
Todo: Are these commands shader-agnostic?