I’ve been trying to get the players to fade between fully opaque and fully transparent for a while now. I can’t really use fadeStartTime or fadeEndTime (or a shader) because the end time won’t be known, and the fading process is needed to be able to be reversed at any time.
I’ve been trying to do this in CG_AddRefEntityWithPowerups and had assumed that I could use ShaderRGBA[3] to change the alpha dynamically but it hasn’t had any effect at all.
Does anyone know where I’m going wrong? Or is there another way to do this?