$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
- $alphatestreference <float>
- Specifies the threshold alpha channel value at which the surface should be transparent instead of opaque. A value of ".3" will create a thicker shape while a value of ".7" will create a thinner shape.
Notes
Important: Unintuitively, this parameter does not default to "0.5". LightmappedGeneric, UnlitGeneric, and VertexLitGeneric all default to "0.7" instead. To avoid unexpected results, this parameter should always be set.
Bug:Updating $alphatestreferencein real time with proxies only affects projected shadows (like the flashlight).
Tip: This limitation can be circumvented by using $alphatestreference 1, and modifying the $alphavalue instead. (requires $alpha to be raised above 1, its normal threshold, this may cause sorting issues)[todo tested in ?]
Tip: For VertexLitGeneric on models you can use $detailwith$detailblendmode 3and modify the$detailblendfactorvalue. Detail texture must be a copy of$basetexturewith a different alpha channel.
- $allowalphatocoverage <boolean>
- Creates translucent steps based on alpha values. Can be used for softer edges, as well as greatly reducing shimmering when viewed at a distance.
While it may not immediately appear to be the case,$alphatestreferenceis 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).Notes
Warning: MSAA must be enabled in order for this to have an effect.
The granularity of the steps is dependent on chosen amount of MSAA; 2x MSAA will have fewer translucent steps than 8x MSAA.
Note: At 8x MSAA (Tested in
Source 2013) there are 7 translucency steps. ( 9 if you include fully Opaque and fully Transparent )
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 isLinearValue * 255)Todo: Make a table for this. One that considers other MSAA Levels. There are always 1 fewer translucency steps than the number of MSAA samples (or one additional, if including fully transparent and fully opaque).
Tip: Alpha to coverage works best with sharp, high-resolution alpha channels, as this mitigates the inherent banding artefacts caused by the stock shaders' lack of sharpening when magnifying alpha to coverage textures.
Comparison
$translucent |
$alphatest
|
|---|---|
Notice how the right circle, which has a sharp alpha channel, hardly changes.