Alphatexture: Difference between revisions

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* When {{cmd|$alpha}} is used, as [[VRAD]] doesn't account for it
* When {{cmd|$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.
* Making the shadows for a given prop less dark by using an alpha texture with partial opacity, which can be useful if it uses {{cmd|$halflambert}}.
* Making the shadows for a given prop less dark by using an alpha texture with partial opacity, which can be useful if it uses {{cmd|$halflambert}} (or {{cmd|$phong}} without {{cmd|$phongdisablehalflambert}}).


== Workaround for other versions of VRAD ==
== Workaround for other versions of VRAD ==
If mapping for a game that does not have an SDK that includes the source code to compile your own version of [[VRAD]] (ex: {{l4d2}} {{portal2}}), it is still possible to simulate the effect of {{code|%alphatexture}} by creating a separate {{cmd|$translucent}} material to use in VRAD only, and setting the alpha texture to that material's {{cmd|$basetexture}}. To avoid needing to swap VMTs every time the map is being compiled, the {{code|-insert_search_path}} parameter can be used with VRAD, which should take priority over the search paths declared in [[gameinfo.txt]].
If mapping for a game that does not have an SDK that includes the source code to compile your own version of [[VRAD]] (ex: {{l4d2}} {{portal2}}), it is still possible to simulate the effect of {{code|%alphatexture}} by creating a separate {{cmd|$translucent}} material to use in VRAD only, and setting the alpha texture to that material's {{cmd|$basetexture}}. To avoid needing to swap VMTs every time the map is being compiled, the {{code|-insert_search_path}} parameter can be used with VRAD, which should take priority over the search paths declared in [[gameinfo.txt]].

Revision as of 11:29, 9 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.
  • Making the shadows for a given prop less dark by using an alpha texture with partial opacity, which can be useful if it uses $halflambert (or $phong without $phongdisablehalflambert).

Workaround for other versions of VRAD

If mapping for a game that does not have an SDK that includes the source code to compile your own version of VRAD (ex: Left 4 Dead 2 Portal 2), it is still possible to simulate the effect of %alphatexture by creating a separate $translucent material to use in VRAD only, and setting the alpha texture to that material's $basetexture. To avoid needing to swap VMTs every time the map is being compiled, the -insert_search_path parameter can be used with VRAD, which should take priority over the search paths declared in gameinfo.txt.