$alphatest: Difference between revisions
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==Additional parameters== | ==Additional parameters== | ||
{{ | {{MatParamDef|$alphatestreference|nolink=1|float|Specifies the threshold alpha channel value at which the surface should be transparent instead of opaque. A value of ".3" will create a thicker shape while a value of ".7" will create a thinner shape. | ||
{{expand|title=Notes| | {{expand|title=Notes| | ||
{{Important|Unintuitively, this parameter does ''not'' default to "0.5". LightmappedGeneric, UnlitGeneric, and VertexLitGeneric all default to "0.7" instead. To avoid unexpected results, this parameter should always be set.}} | {{Important|Unintuitively, this parameter does ''not'' default to "0.5". LightmappedGeneric, UnlitGeneric, and VertexLitGeneric all default to "0.7" instead. To avoid unexpected results, this parameter should always be set.}} | ||
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}} }} | }} }} | ||
{{ | {{MatParamDef|$allowalphatocoverage|nolink=1|bool|Creates translucent steps based on alpha values. Can be used for softer edges, as well as greatly reducing shimmering when viewed at a distance.<br>While it may not immediately appear to be the case, <code>$alphatestreference</code>is still used when this command is used, for controlling projected shadow masking, for if the client has MSAA disabled, and in Hammer (where $allowalphatocoverage doesn't work). | ||
{{Expand|title=Notes| | {{Expand|title=Notes| | ||
{{warning|[[Anti-aliasing#MSAA|MSAA]] must be enabled in order for this to have an effect.<br>The granularity of the steps is dependent on chosen amount of MSAA; 2x MSAA will have fewer translucent steps than 8x MSAA. {{note|At 8x MSAA (Tested in {{src13|2}}) there are 7 translucency steps. ( 9 if you include fully Opaque and fully Transparent )<br> | {{warning|[[Anti-aliasing#MSAA|MSAA]] must be enabled in order for this to have an effect.<br>The granularity of the steps is dependent on chosen amount of MSAA; 2x MSAA will have fewer translucent steps than 8x MSAA. {{note|At 8x MSAA (Tested in {{src13|2}}) there are 7 translucency steps. ( 9 if you include fully Opaque and fully Transparent )<br> |
Latest revision as of 11:40, 23 August 2025
$alphatest
is a material shader parameter available 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, unless
$allowalphatocoverage
is also used. This effect is similar to $translucent
, except that it can not be semi-opaque (without banding), is much faster to render, and the engine can always sort it properly when layered (instead of only on non-detail worldspawn).
Syntax
VMT example
Additional parameters
![]() ![]() $alphatestreference in real time with proxies only affects projected shadows (like the flashlight). ![]() $alpha value instead. (requires $alpha to be raised above 1, its normal threshold, this may cause sorting issues)![]() $detail with $detailblendmode 3 and modify the $detailblendfactor value. Detail texture must be a copy of $basetexture with a different alpha channel. |
While it may not immediately appear to be the case,
$alphatestreference
is still used when this command is used, for controlling projected shadow masking, for if the client has MSAA disabled, and in Hammer (where $allowalphatocoverage doesn't work).
![]() The granularity of the steps is dependent on chosen amount of MSAA; 2x MSAA will have fewer translucent steps than 8x MSAA. ![]() ![]() The levels should roughly be arranged as such: Todo: Make a table for this. One that considers other MSAA Levels. There are always 1 fewer translucency steps than the number of MSAA samples (or one additional, if including fully transparent and fully opaque). ![]() |
Comparison
$translucent |
$alphatest
|
---|---|
Notice how the right circle, which has a sharp alpha channel, hardly changes.