$translucent: Difference between revisions

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<div style="float:right;padding:0 1em;background:#FFF;">__TOC__</div>
The [[$translucent]] [[VMT command]] Specifies that the material should use the alpha channel of the [[$basetexture]].VTF to mask transparent sections of the material.  
The [[$translucent]] [[VMT command]] Specifies that the material should use the alpha channel of the [[$basetexture]].VTF to mask transparent sections of the material.  
* It is 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]].


==VMT syntax example==
==VMT syntax example==
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  }
  }


* Used with [[UnlitGeneric]], [[VertexLitGeneric]], [[LightmappedGeneric]] and many more shaders.
==$additive==
 
* '''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]].
 
=== Additional Parameters===
 
====$additive====
  "$additive" 1
  "$additive" 1
* Renders the texture additively (Its colors are added to, instead of replacing, what is displayed behind it).  
* Renders the texture additively (Its colors are added to, instead of replacing, what is displayed behind it).  


====$alpha====
==$alpha==
  "$alpha" <float>
  "$alpha" <float>
* Scales material opacity by the 'float' number.  
* Scales material opacity by the 'float' number.  

Revision as of 17:23, 4 April 2008

The $translucent VMT command Specifies that the material should use the alpha channel of the $basetexture.VTF to mask transparent sections of the material.

  • 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.

VMT syntax example

"LightmappedGeneric"
{
    "$basetexture" "decals/mydecal"
    "$decal" 1
    "$decalscale" 0.10
    "$translucent" 1
}

$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)