^ From what I member looking through it's the same as No-back-Culling or the two_sided standard 3dgs material..
**However, if you are picking up fps and can see on screen transparency disabled than Kartoffel is more likely correct. It seems to set bool PASS_SOLID which is used in sc_lights.c
Opposite of TRANSLUCENT: enforces rendering on the solid pass, i.e. together with non-transparent objects. For entities with alpha channel textures that are used for other purposes, such as a height map in a shader. Entities in the solid pass are not sorted, and thus render faster than in the transparent pass. This flag can also be set by defining a bool variable within the .fx file (bool PASS_SOLID;) A
And PotatoMan saves the day Again... He's correct!!
Selective uses in object shaders may be to force that object alone into the solid pass. I could also be a switch for alphatest or alphablend(???). Sorry I can't recall now, I may have know more in post past when we talked transparency before, if you can find those..