$translucent: Difference between revisions
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The <code>[[$translucent]]</code> [[VMT command]] specifies Source should use the alpha channel of [[$basetexture]] to mask the material on a pixel-by-pixel basis. It is available with [[UnlitGeneric]], [[VertexLitGeneric]], [[LightmappedGeneric]] and many more shaders. | The <code>[[$translucent]]</code> [[VMT command]] specifies that Source should use the alpha channel of [[$basetexture]] to mask the material on a pixel-by-pixel basis. It is available with [[UnlitGeneric]], [[VertexLitGeneric]], [[LightmappedGeneric]] and many more shaders. | ||
{{warning|<code>$translucent</code> can sometimes cause rendering artefacts; consider [[$alphatest]] when this happens.}} | {{warning|<code>$translucent</code> can sometimes cause rendering artefacts; consider [[$alphatest]] when this happens.}} |
Revision as of 11:08, 20 April 2008
The $translucent
VMT command specifies that Source should use the alpha channel of $basetexture to mask the material on a pixel-by-pixel basis. It is available with UnlitGeneric, VertexLitGeneric, LightmappedGeneric and many more shaders.

$translucent
can sometimes cause rendering artefacts; consider $alphatest when this happens.
$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 to, 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).