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Feb 5th, 2011
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  1. material GraveDiggerredflare
  2. {
  3. receive_shadows off
  4. technique
  5. {
  6. pass
  7. {
  8. lighting off
  9. scene_blend alpha_blend
  10. alpha_rejection greater 2
  11. depth_write off
  12. //depth_check off
  13.  
  14. texture_unit
  15. {
  16. texture GraveDiggerredflare.dds
  17. }
  18. }
  19. }
  20. }
  21.  
  22. material GravediggerWindow
  23. {
  24. technique
  25. {
  26. pass
  27. {
  28. scene_blend alpha_blend
  29. alpha_rejection greater 0
  30. depth_write off
  31. texture_unit
  32. {
  33. texture GravediggerWindow.png
  34. }
  35. }
  36.  
  37. }
  38.  
  39. }
  40.  
  41. material GravediggerBand
  42. {
  43. technique
  44. {
  45. pass
  46. {
  47. scene_blend alpha_blend
  48. alpha_rejection greater 128
  49. texture_unit
  50. {
  51. texture GraveDiggerBand.dds
  52. }
  53. }
  54. }
  55. }
  56.  
  57.  
  58. material GraveDiggerShiny
  59. {
  60. technique
  61. {
  62. pass
  63. {
  64. // Makes the pixel shader alpha output be used for alpha blending
  65. scene_blend alpha_blend
  66.  
  67. // Make this pass use the vertex shader
  68. vertex_program_ref NiceMetal_VS
  69. {
  70. }
  71. // Make this pass use the pixel shader
  72. fragment_program_ref SimpleMetal_PS
  73. {
  74. }
  75. texture_unit diffusetex
  76. {
  77. // This pass will use this 2D texture as its input
  78. texture GraveDiggerTire.png 2d
  79. tex_coord_set 0
  80. }
  81. texture_unit speculartex
  82. {
  83. // This pass will use this 2D texture as its input
  84. texture GraveDiggerTire-spec.png 2d
  85. tex_coord_set 1
  86. }
  87. }
  88. pass
  89. {
  90. scene_blend add
  91.  
  92. // Make this pass use the vertex shader
  93. vertex_program_ref NiceMetal_Reflect_VS
  94. {
  95. }
  96. // Make this pass use the pixel shader
  97. fragment_program_ref NiceMetal_Reflect_nocolor_PS
  98. {
  99. }
  100. texture_unit speculartex
  101. {
  102. // This pass will use this 2D texture as its input
  103. texture GraveDiggerTire-spec.png 2d
  104. tex_coord_set 0
  105. }
  106. texture_unit envmaptex
  107. {
  108. cubic_texture EnvironmentTexture combinedUVW
  109. tex_address_mode clamp
  110. tex_coord_set 1
  111. }
  112. }
  113. }
  114. }
  115.  
  116. material GraveDiggerShinyBody
  117. {
  118. technique
  119. {
  120. pass
  121. {
  122. // Makes the pixel shader alpha output be used for alpha blending
  123. scene_blend alpha_blend
  124.  
  125. // Make this pass use the vertex shader
  126. vertex_program_ref NiceMetal_VS
  127. {
  128. }
  129. // Make this pass use the pixel shader
  130. fragment_program_ref SimpleMetal_PS
  131. {
  132. }
  133. cull_hardware none
  134. cull_software none
  135. texture_unit diffusetex
  136. {
  137. // This pass will use this 2D texture as its input
  138. texture GraveDigger.dds 2d
  139. tex_coord_set 0
  140. }
  141. texture_unit speculartex
  142. {
  143. // This pass will use this 2D texture as its input
  144. texture GraveDigger-spec.png 2d
  145. tex_coord_set 1
  146. }
  147. }
  148. pass
  149. {
  150. scene_blend add
  151.  
  152. // Make this pass use the vertex shader
  153. vertex_program_ref NiceMetal_Reflect_VS
  154. {
  155. }
  156. // Make this pass use the pixel shader
  157. fragment_program_ref NiceMetal_Reflect_nocolor_PS
  158. {
  159. }
  160. texture_unit speculartex
  161. {
  162. // This pass will use this 2D texture as its input
  163. texture GraveDigger-spec.png 2d
  164. tex_coord_set 0
  165. }
  166. texture_unit envmaptex
  167. {
  168. cubic_texture EnvironmentTexture combinedUVW
  169. tex_address_mode clamp
  170. tex_coord_set 1
  171. }
  172. }
  173. }
  174. }
  175.  
  176.  
  177.  
  178. material GraveDiggerBody
  179. {
  180. technique
  181. {
  182. pass
  183. {
  184. specular 0.4 0.4 0.4 1 50
  185. shininess 50
  186. alpha_rejection greater 128
  187. scene_blend alpha_blend
  188. cull_hardware none
  189. cull_software none
  190.  
  191. texture_unit
  192. {
  193. texture GraveDigger.dds
  194. }
  195. }
  196. }
  197. }
  198.  
  199. material EscaladeWindow
  200. {
  201. technique
  202. {
  203. pass
  204. {
  205. scene_blend alpha_blend
  206. alpha_rejection greater 0
  207. depth_write off
  208. texture_unit
  209. {
  210. texture GravediggerWindow.png
  211. }
  212. }
  213.  
  214. }
  215.  
  216. }
  217.  
  218. material EscaladeShiny
  219. {
  220. technique
  221. {
  222. pass
  223. {
  224. // Makes the pixel shader alpha output be used for alpha blending
  225. scene_blend alpha_blend
  226.  
  227. // Make this pass use the vertex shader
  228. vertex_program_ref NiceMetal_VS
  229. {
  230. }
  231. // Make this pass use the pixel shader
  232. fragment_program_ref SimpleMetal_PS
  233. {
  234. }
  235. texture_unit diffusetex
  236. {
  237. // This pass will use this 2D texture as its input
  238. texture EscaladeTire.png 2d
  239. tex_coord_set 0
  240. }
  241. texture_unit speculartex
  242. {
  243. // This pass will use this 2D texture as its input
  244. texture EscaladeTire-spec.png 2d
  245. tex_coord_set 1
  246. }
  247. }
  248. pass
  249. {
  250. scene_blend add
  251.  
  252. // Make this pass use the vertex shader
  253. vertex_program_ref NiceMetal_Reflect_VS
  254. {
  255. }
  256. // Make this pass use the pixel shader
  257. fragment_program_ref NiceMetal_Reflect_nocolor_PS
  258. {
  259. }
  260. texture_unit speculartex
  261. {
  262. // This pass will use this 2D texture as its input
  263. texture EscaladeTire-spec.png 2d
  264. tex_coord_set 0
  265. }
  266. texture_unit envmaptex
  267. {
  268. cubic_texture EnvironmentTexture combinedUVW
  269. tex_address_mode clamp
  270. tex_coord_set 1
  271. }
  272. }
  273. }
  274. }
  275.  
  276. material EscaladeShinyBody
  277. {
  278. technique
  279. {
  280. pass
  281. {
  282. // Makes the pixel shader alpha output be used for alpha blending
  283. scene_blend alpha_blend
  284.  
  285. // Make this pass use the vertex shader
  286. vertex_program_ref NiceMetal_VS
  287. {
  288. }
  289. // Make this pass use the pixel shader
  290. fragment_program_ref SimpleMetal_PS
  291. {
  292. }
  293. cull_hardware none
  294. cull_software none
  295. texture_unit diffusetex
  296. {
  297. // This pass will use this 2D texture as its input
  298. texture Box5Escalade.dds 2d
  299. tex_coord_set 0
  300. }
  301. texture_unit speculartex
  302. {
  303. // This pass will use this 2D texture as its input
  304. texture Box5Escalade-spec.png 2d
  305. tex_coord_set 1
  306. }
  307. }
  308. pass
  309. {
  310. scene_blend add
  311.  
  312. // Make this pass use the vertex shader
  313. vertex_program_ref NiceMetal_Reflect_VS
  314. {
  315. }
  316. // Make this pass use the pixel shader
  317. fragment_program_ref NiceMetal_Reflect_nocolor_PS
  318. {
  319. }
  320. texture_unit speculartex
  321. {
  322. // This pass will use this 2D texture as its input
  323. texture Box5Escalade-spec.png 2d
  324. tex_coord_set 0
  325. }
  326. texture_unit envmaptex
  327. {
  328. cubic_texture EnvironmentTexture combinedUVW
  329. tex_address_mode clamp
  330. tex_coord_set 1
  331. }
  332. }
  333. }
  334. }
  335.  
  336. material AfterburnerShiny
  337. {
  338. technique
  339. {
  340. pass
  341. {
  342. // Makes the pixel shader alpha output be used for alpha blending
  343. scene_blend alpha_blend
  344.  
  345. // Make this pass use the vertex shader
  346. vertex_program_ref NiceMetal_VS
  347. {
  348. }
  349. // Make this pass use the pixel shader
  350. fragment_program_ref SimpleMetal_PS
  351. {
  352. }
  353. cull_hardware none
  354. cull_software none
  355. texture_unit diffusetex
  356. {
  357. // This pass will use this 2D texture as its input
  358. texture Box5AfterBurner.dds 2d
  359. tex_coord_set 0
  360. }
  361. texture_unit speculartex
  362. {
  363. // This pass will use this 2D texture as its input
  364. texture Box5AfterBurner-spec.png 2d
  365. tex_coord_set 1
  366. }
  367. }
  368. pass
  369. {
  370. scene_blend add
  371.  
  372. // Make this pass use the vertex shader
  373. vertex_program_ref NiceMetal_Reflect_VS
  374. {
  375. }
  376. // Make this pass use the pixel shader
  377. fragment_program_ref NiceMetal_Reflect_nocolor_PS
  378. {
  379. }
  380. texture_unit speculartex
  381. {
  382. // This pass will use this 2D texture as its input
  383. texture Box5AfterBurner-spec.png 2d
  384. tex_coord_set 0
  385. }
  386. texture_unit envmaptex
  387. {
  388. cubic_texture EnvironmentTexture combinedUVW
  389. tex_address_mode clamp
  390. tex_coord_set 1
  391. }
  392. }
  393. }
  394. }
  395.  
  396. material Box5MaxD
  397. {
  398. technique
  399. {
  400. pass
  401. {
  402. // Makes the pixel shader alpha output be used for alpha blending
  403. scene_blend alpha_blend
  404.  
  405. // Make this pass use the vertex shader
  406. vertex_program_ref NiceMetal_VS
  407. {
  408. }
  409. // Make this pass use the pixel shader
  410. fragment_program_ref SimpleMetal_PS
  411. {
  412. }
  413. cull_hardware none
  414. cull_software none
  415. texture_unit diffusetex
  416. {
  417. // This pass will use this 2D texture as its input
  418. texture Box5MaxD.dds 2d
  419. tex_coord_set 0
  420. }
  421. texture_unit speculartex
  422. {
  423. // This pass will use this 2D texture as its input
  424. texture Box5MaxD-spec.png 2d
  425. tex_coord_set 1
  426. }
  427. }
  428. pass
  429. {
  430. scene_blend add
  431.  
  432. // Make this pass use the vertex shader
  433. vertex_program_ref NiceMetal_Reflect_VS
  434. {
  435. }
  436. // Make this pass use the pixel shader
  437. fragment_program_ref NiceMetal_Reflect_nocolor_PS
  438. {
  439. }
  440. texture_unit speculartex
  441. {
  442. // This pass will use this 2D texture as its input
  443. texture Box5MaxD-spec.png 2d
  444. tex_coord_set 0
  445. }
  446. texture_unit envmaptex
  447. {
  448. cubic_texture EnvironmentTexture combinedUVW
  449. tex_address_mode clamp
  450. tex_coord_set 1
  451. }
  452. }
  453. }
  454. }
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