Is your request related to a problem? Please describe.
Full Bright Transparent faces apply an alpha test that discards pixels below ~26/255, that creates a hard cutoff line on gradient alpha textures. Lightmapped alpha faces don't have this issue since they already skip the alpha test.
Describe the enhancement you'd like and the benefit it would provide
Lower the alpha test threshold from 0.1 to ~0.01 in gr_d3d11_context.cpp:368:. This would allow mappers to use the alpha graident effect that is similar to lightmapped alpha faces but on full bright alpha faces.
Currently the mode selection in gr_d3d11_solid.cpp:92-107 applies ZBUFFER_TYPE_FULL_ALPHA_TEST to fullbright/detail alpha faces which causes the abrupt gradient cut-off. Lightmapped alpha faces use ZBUFFER_TYPE_READ without running through the test, allowing a more natural looking alpha gradient.
Describe alternatives you've considered
Another option would be add a new bitmap prefix glb_ (glass blend) that signals the engine to use ZBUFFER_TYPE_READ instead of ZBUFFER_TYPE_FULL_ALPHA_TEST for those textures. This would give mappers smooth blending options on all textures while preserving backward compatibility for existing gls_ textures.
Additional context
Attached images show a full bright alpha gradient face in RED and the same face in RF for reference.

Is your request related to a problem? Please describe.
Full Bright Transparent faces apply an alpha test that discards pixels below ~26/255, that creates a hard cutoff line on gradient alpha textures. Lightmapped alpha faces don't have this issue since they already skip the alpha test.
Describe the enhancement you'd like and the benefit it would provide
Lower the alpha test threshold from 0.1 to ~0.01 in gr_d3d11_context.cpp:368:. This would allow mappers to use the alpha graident effect that is similar to lightmapped alpha faces but on full bright alpha faces.
Currently the mode selection in gr_d3d11_solid.cpp:92-107 applies ZBUFFER_TYPE_FULL_ALPHA_TEST to fullbright/detail alpha faces which causes the abrupt gradient cut-off. Lightmapped alpha faces use ZBUFFER_TYPE_READ without running through the test, allowing a more natural looking alpha gradient.
Describe alternatives you've considered
Another option would be add a new bitmap prefix glb_ (glass blend) that signals the engine to use ZBUFFER_TYPE_READ instead of ZBUFFER_TYPE_FULL_ALPHA_TEST for those textures. This would give mappers smooth blending options on all textures while preserving backward compatibility for existing gls_ textures.
Additional context
Attached images show a full bright alpha gradient face in RED and the same face in RF for reference.