Alphatexture: Difference between revisions

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(Also useful for higher-resolution shadows)
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== Potential usecases ==
== Potential usecases ==
This parameter can be useful in certain niche instances:
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 $detail
* When {{cmd|$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 $alphatest are used
* When {{cmd|$additive}} is used, as no alpha channel will be present and neither {{ent|$translucent}} nor {{ent|$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 $basetexture won't be used as the [[diffuse]]
* When a shader such as {{cmd|Refract}} is used, as no alpha channel will be present and neither {{ent|$translucent}} nor {{ent|$alphatest}} are used, and {{ent|$basetexture}} won't be used as the [[diffuse]]
* If a shader such as Wireframe is used, as $basetexture will not be present
* If a shader such as {{cmd|Wireframe}} is used, as {{ent|$basetexture}} will not be present
* When $alpha is used, as VRAD doesn't account for it
* When {{cmd|$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.
* 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 10:26, 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.