$alphatest
$alphatest
is a material shader parameter available in all Source games. 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, unless
$allowalphatocoverage
is also used. This effect is similar to $translucent
, except that it can not be semi-opaque (without banding), is much faster to render, and the engine can always sort it properly when layered (instead of only on non-detail worldspawn).
Syntax
VMT example
Additional parameters
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$alphatestreference
in real time with proxies only affects projected shadows (like the flashlight). 
$alpha
value instead. (requires $alpha to be raised above 1, its normal threshold, this may cause sorting issues)
$detail
with $detailblendmode 3
and modify the $detailblendfactor
value. Detail texture must be a copy of $basetexture
with a different alpha channel.While it may not immediately appear to be the case
$alphatestreference
is still used when this command is used, for controlling projected shadow masking, for if the client has MSAA disabled, and in Hammer (where $allowalphatocoverage doesn't work).
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The granularity of the steps is dependent on chosen amount of MSAA; 2x MSAA will have fewer translucent steps than 8x MSAA.
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The levels should roughly be arranged as such:
Linear : fully transparent - 0.06 - 0.18 - 0.31 - 0.43 - 0.56 - 0.68 - 0.81 - 0.93 - fully opaque
RGB : fully transparent - 15 - 46 - 80 - 110 - 143 - 174 - 207 - 238 - fully opaque
( 0-255 values are rounded to the next highest. Formula used is LinearValue * 255)
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Comparison
$translucent |
$alphatest
|
---|---|
Notice how the $alphatest
right circle hardly changes.