$translucent: Difference between revisions

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;<code>$additive 1</code>
;<code>$additive 1</code>
:Renders the texture additively - its colors are add, instead of replacing, what is displayed behind ;<code>$alpha <[[float]]]></code>
:Renders the texture additively - its colors add too, instead of replacing, what is displayed behind.
:Scales material opacity by the given value. Every pixel with an alpha value less than 178 will be completely transparent in game. However, values close to this value will confuse the shader at distances (see [[$alphatest]]).
;<code>$alpha <[[float]]]></code>
:Scales material opacity by the given value. Every pixel with an alpha value less than 178 will be completely transparent in game - but values close to that will confuse the shader at distances (see [[$alphatest]]).


[[Category:List of Shader Parameters]]
[[Category:List of Shader Parameters]]
[[Category:VMT Transparency]]
[[Category:VMT Transparency]]

Revision as of 11:05, 20 April 2008

The $translucent VMT command Specifies that the material should use the alpha channel of $basetexture to mask parts of the material on a pixel-by-pixel basis. It is available with UnlitGeneric, VertexLitGeneric, LightmappedGeneric and many more shaders.

Warning.pngWarning:$translucent can sometimes cause rendering artefacts; consider $alphatest when this happens.
Note.pngNote:$translucent cannot be used in conjunction with $envmap, and probably other parameters like it. If you have trouble, try stripping everything non-essential from your VMT.

VMT syntax example

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

Related parameters

$additive 1
Renders the texture additively - its colors add too, instead of replacing, what is displayed behind.
$alpha <float]>
Scales material opacity by the given value. Every pixel with an alpha value less than 178 will be completely transparent in game - but values close to that will confuse the shader at distances (see $alphatest).