Alphatexture: Difference between revisions

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(Also useful for higher-resolution shadows)
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Used on [[static prop]]s when the prop is flagged for [[texture shadows]] and compiling [[VRAD]] with {{code|-textureshadows}}. The alpha channel of the specified VTF will be used instead of {{ent|$basetexture}}, even if {{ent|$alphatest}} and {{ent|$translucent}} are absent.
Used on [[static prop]]s when the prop is flagged for [[texture shadows]] and compiling [[VRAD]] with {{code|-textureshadows}}. The alpha channel of the specified VTF will be used instead of {{ent|$basetexture}}, even if {{ent|$alphatest}} and {{ent|$translucent}} are absent.


{{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.}}
{{tip|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.}}
{{codenote|See [https://github.com/ValveSoftware/source-sdk-2013/pull/1150 this GitHub PR] for how to add this to a custom VRAD.}}


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* 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]]
* 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
* If a shader such as Wireframe is used, as $basetexture will not be present
* When $alpha is used
* When $alpha is used, as VRAD doesn't account for it
* For creating a sharp high-resolution texture shadow without bloating the map's filesize, as the shadow-casting texture does not need to be shipped with the map.

Revision as of 10:23, 3 April 2025

%alphatexture is an internal material shader parameter available in Garry's Mod 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.

Tip.pngTip: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.
Cpp.pngCode:See this GitHub PR for how to add this to a custom VRAD.

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, as VRAD doesn't account for it
  • For creating a sharp high-resolution texture shadow without bloating the map's filesize, as the shadow-casting texture does not need to be shipped with the map.