Difference between revisions of "$blendtintbybasealpha"

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m (Added that the parameter is only compatible with vertexlitgeneric)
 
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{{bug|Not compatible with [[$alphatest]] or [[$translucent]], this parameter will override both. Use the [[Modulate]] shader as a workaround.}}
 
{{bug|Not compatible with [[$alphatest]] or [[$translucent]], this parameter will override both. Use the [[Modulate]] shader as a workaround.}}
 +
{{note|Only compatible with [[VertexLitGeneric]].}}
  
 
The tint mask simply controls the intensity of tinting. The more alpha, the more intense tinting is.
 
The tint mask simply controls the intensity of tinting. The more alpha, the more intense tinting is.

Latest revision as of 22:26, 6 August 2019

$blendtintbybasealpha is a VMT parameter that allows tinting of a mesh's material using the $basetexture's alpha channel as a mask to determine tint intensity (but not the tint's RGB color!) Applying an actual color RGB values is done elsewhere - either in-game or in Hammer with entities using the 'rendercolor' keyvalue. This technique is used in games like Left 4 Dead to allow for recoloring of the vehicle props, and in Team Fortress 2 for painting hats.

Bug.png Bug: Not compatible with $alphatest or $translucent, this parameter will override both. Use the Modulate shader as a workaround.
Note.png Note: Only compatible with VertexLitGeneric.

The tint mask simply controls the intensity of tinting. The more alpha, the more intense tinting is.

$blendtintcoloroverbase, a related parameter, controls the amount of color replacement versus tinting. (replacing the color per pixel entirely, versus adding more color to make the colors closer to the tint RGB color.) A value of '0' will be full tint while a value of '1.00' will replace the albedo in the mask area with the color defined with $color2.