$alphatest
		
		
		
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Template:Shaderparam 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. This effect is similar to $translucent, except that it can not be semi-opaque, is much faster to render, and the engine can sort it properly when layered.
VMT syntax example
$alphatest <bool>
LightmappedGeneric { $basetexture glass\window001a $alphatest 1 $alphatestreference .5 $allowalphatocoverage 1 }
Additional parameters
$alphatestreference
$allowalphatocoverage
Comparison with $translucent
| $translucent | $alphatest | 
|---|---|
Notice how the right circle hardly changes.
See also
- $alpha, for texture-wide translucency
- $distancealpha, for vector-like alpha edges
- $vertexalpha
- $translucent, for per-pixel opacity.

