Difference between revisions of "$vertexalpha"

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(Added a note about HUDs in Garry's Mod)
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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.
 
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.
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[[LightmappedGeneric]] materials support $vertexalpha, and can be painted on [[Displacements]] using the standard vertex alpha paint tool. This effect is incompatible with $translucent.
  
 
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 extensivly used these commands in older versions of the Source Engine, which now cannot use these anymore, resulting in the dissapearance of these entities.
 
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 extensivly used these commands in older versions of the Source Engine, which now cannot use these anymore, resulting in the dissapearance of these entities.

Revision as of 20:45, 21 April 2017

$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. LightmappedGeneric materials support $vertexalpha, and can be painted on Displacements using the standard vertex alpha paint tool. This effect is incompatible with $translucent.

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 extensivly used these commands in older versions of the Source Engine, which now cannot use these anymore, resulting in the dissapearance of these entities.

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

To do: Are these commands shader-agnostic?