$alphatest: Difference between revisions

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(→‎Additional parameters: when the gradient is wide enough, you can count the alpha to coverage samples, so I did. results are as expected.)
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! <code>$translucent</code>||<code>$alphatest</code>
! <code>$translucent</code>||<code>$alphatest</code>
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| [[File:Alphatest_preview_original.png|thumb|50%|center|Original image, rendered with $translucent]] || [[File:Alphatest_preview.gif|thumb|50%|center|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]]
| [[File:Alphatest_preview_original.png|thumb|50%|center|Original image, rendered with $translucent]] || [[File:Alphatest_preview.gif|thumb|50%|center|Animated preview of the same image, but with $alphatest. The first image shows the effect of $allowalphatocoverage 1 (at 4x MSAA). The rest show $alphatest with $alphatestreference ranging from 0.1 to 0.9]]
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|}
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Revision as of 17:33, 13 January 2024

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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 // incompatible with $alphatestreference }

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 (at 4x MSAA). The rest show $alphatest with $alphatestreference ranging from 0.1 to 0.9

Notice how the $alphatest right circle hardly changes.

See also