Difference between revisions of "$vertexalpha"

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(Modulate shader)
(It works in CS:GO, and it works with $translucent. Stop spreading nonsense.)
 
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'''<code>$vertexalpha</code>''' and '''<code>$vertexcolor</code>''' are two [[VMT]] commands that make the surface derive its [[alpha]] and [[RGB|color]] values from per-[[vertex]] data provided by the engine.
 
'''<code>$vertexalpha</code>''' and '''<code>$vertexcolor</code>''' are two [[VMT]] commands that make the surface derive its [[alpha]] and [[RGB|color]] values from per-[[vertex]] data provided by the engine.
  
Only [[particle]]s and [[decals]] are known to modify their vertex data, but it should be possible to implement your own scenarios too. Vertex alpha and color ''cannot'' be compiled into a [[model]] however, but they can be faked with an obscure shader named [[Modulate]].
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Only [[particle]]s and [[decals]] are known to modify their vertex data, but it should be possible to implement your own scenarios too. Vertex alpha and color ''cannot'' be compiled into a [[model]] however.
  
Both commands are currently unfunctional in [[Counter-Strike: Global Offensive]]. Using either of the commands will result in the material to turn completely black in-game. Examples are detail props and particles who extensively used these commands in older versions of the Source Engine, which now cannot use these anymore, resulting in the disappearance of these entities.
 
  
 
For HUDs in ''Garry's Mod'', the parameter '''<code>$vertexalpha</code>''' is needed in order to make the alpha parameter of [http://wiki.garrysmod.com/page/surface/SetDrawColor <code>surface.SetDrawColor()</code>] working.
 
For HUDs in ''Garry's Mod'', the parameter '''<code>$vertexalpha</code>''' is needed in order to make the alpha parameter of [http://wiki.garrysmod.com/page/surface/SetDrawColor <code>surface.SetDrawColor()</code>] working.
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There are some caveats.
 
There are some caveats.
 
: You can define a second base texture, but it will be invisible.
 
: You can define a second base texture, but it will be invisible.
: [[$translucent]] Does not function. The material will continue to use the vertex alpha of the displacement. [[$additive]] however, does function normally
 
 
: Material renders as a translucent materials, and as such, suffers from the same sorting issues and caveats as materials with [[$translucent]]
 
: Material renders as a translucent materials, and as such, suffers from the same sorting issues and caveats as materials with [[$translucent]]
  

Latest revision as of 16:48, 19 September 2019

$vertexalpha and $vertexcolor are two VMT commands that make the surface derive its alpha and color values from per-vertex data provided by the engine.

Only particles and decals are known to modify their vertex data, but it should be possible to implement your own scenarios too. Vertex alpha and color cannot be compiled into a model however.


For HUDs in Garry's Mod, the parameter $vertexalpha is needed in order to make the alpha parameter of surface.SetDrawColor() working.


LightmappedGeneric and UnlitGeneric materials support per vertex alpha, however a few conditions must be met.

$vertexalpha <bool>
Must be set to 1
$vertexcolor <bool>
Must be set to 1 (This is not necessary on UnlitGeneric)
The surface must be a displacement.
You can use the "paint alpha" tool to paint the alpha.

There are some caveats.

You can define a second base texture, but it will be invisible.
Material renders as a translucent materials, and as such, suffers from the same sorting issues and caveats as materials with $translucent


To do: Are these commands shader-agnostic?