k, this is for only if it can be done.
take the surfaceparm, and add something new called
q3map_alphaclip that will use that surfaceparm.
i dunno how to even go around doing that, because its a contents thing, unless it was for mesh only, and even then contents for meshes is strange as hell for traces.
in this hack i had to make a unique surfaceparm on caulk to get an effect then build around a shader. it was only in 2 places, but i can see using allot of the stock shaders being used in this manner for things.
maybe i’m just selfish tho and just want something to speed up some things
hard to make a decision about nonsolid/clipping/full clipping on transparent detailed shaders sometimes.