$translucent: Difference between revisions
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===Basic VMT syntax=== | ===Basic VMT syntax=== | ||
"$translucent" 1 | "$translucent" 1 | ||
* Used with [[UnlitGeneric]], [[VertexLitGeneric]], [[LightmappedGeneric]] and many more shaders | * Specifies that the material should use the alpha channel of the [[$basetexture]].VTF to mask transparent sections of the material. see [[Creating Decals]]. | ||
* Used with [[UnlitGeneric]], [[VertexLitGeneric]], [[LightmappedGeneric]] and many more shaders. | |||
* '''Warning:''' There are [http://www.chatbear.com/board.plm?a=viewthread&t=697,1113959073,6037&id=839735&b=4986&v=flatold reports] of a Rendering bug which reverses the overlay order of multiple translucent materials; so that the further material occludes the nearer one. The preferred solution appears to be to use [[$alphatest]] instead or [[$translucent]]. | * '''Warning:''' There are [http://www.chatbear.com/board.plm?a=viewthread&t=697,1113959073,6037&id=839735&b=4986&v=flatold reports] of a Rendering bug which reverses the overlay order of multiple translucent materials; so that the further material occludes the nearer one. The preferred solution appears to be to use [[$alphatest]] instead or [[$translucent]]. | ||
Revision as of 17:00, 4 April 2008
Basic VMT syntax
"$translucent" 1
- Specifies that the material should use the alpha channel of the $basetexture.VTF to mask transparent sections of the material. see Creating Decals.
- Used with UnlitGeneric, VertexLitGeneric, LightmappedGeneric and many more shaders.
- Warning: There are reports of a Rendering bug which reverses the overlay order of multiple translucent materials; so that the further material occludes the nearer one. The preferred solution appears to be to use $alphatest instead or $translucent.
Additional Parameters
$additive
"$additive" 1
- Renders the texture additively (Its colors are added to, instead of replacing, what is displayed behind it).
$alpha
"$alpha" <float>
- Scales material opacity by the 'float' number.
- Every pixel with an alpha value less than 178 will be completely transparent in game. However, values close to this value will confuse the shader at distances.(see $alphatest)