$translucent

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Revision as of 09:04, 20 April 2008 by TomEdwards (talk | contribs)
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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 available with UnlitGeneric, VertexLitGeneric, LightmappedGeneric and many more shaders.

Warning.pngWarning: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.
Note.pngNote:Per-pixel translucency cannot be used in conjunction with $envmap, and probably other parameters like it. If you have trouble, try stripping away everything non-essential.

VMT syntax example

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

$additive

$additive 1
  • Renders the texture additively - its colors are add, instead of replacing, what is displayed behind it.

$alpha

$alpha <float>

Scales overall 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).