Alphatexture: Difference between revisions
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Note:As this parameter is only used by VRAD, the VTF mentioned does not need to be shipped with the map if it is unused elsewhere.
Code:See this GitHub PR for how to add this to a custom VRAD.
SirYodaJedi (talk | contribs) m (SirYodaJedi moved page %alphatexture to Alphatexture over redirect: move to prevent external links from being eaten) |
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{{note|As this parameter is only used by VRAD, the VTF mentioned does not need to be shipped with the map if it is unused elsewhere.}} | {{note|As this parameter is only used by VRAD, the VTF mentioned does not need to be shipped with the map if it is unused elsewhere.}} | ||
{{ | {{codenote|See [https://github.com/ValveSoftware/source-sdk-2013/pull/1150 this GitHub PR] for how to add this to a custom VRAD.}} | ||
== Syntax == | == Syntax == |
Revision as of 14:21, 24 March 2025
%alphatexture
is an internal material shader parameter available in Garry's Mod.
Used on static props when the prop is flagged for texture shadows and compiling VRAD with -textureshadows. The alpha channel of the specified VTF will be used instead of $basetexture, even if $alphatest and $translucent are absent.


Syntax
"VertexLitGeneric"
{
$basetexture "models/props_custom/myprop_base"
%alphatexture "models/props_custom/myprop_alpha"
}
Potential usecases
This parameter can be useful in certain niche instances:
- When $detailblendmode 4 is used, as the shadows would then make more sense to be cast from $detail
- When $additive is used, as no alpha channel will be present and neither $translucent nor $alphatest are used
- When a shader such as Refract is used, as no alpha channel will be present and neither $translucent nor $alphatest are used, and $basetexture won't be used as the diffuse
- If a shader such as Wireframe is used, as $basetexture will not be present
- When $alpha is used