import RTSS/NormalMapping_MultiPass from "RTShaderSystem.material"
material Keeperhand
{
receive_shadows on
technique
{
pass
{
ambient 0.0 0.0 0.0 0.5
diffuse 0.0 0.0 0.0 0.5
specular 0.0 0.0 0.0 0.5
emissive 0.0 0.0 0.0 0.5
scene_blend alpha_blend
depth_write off
cull_hardware none
cull_software none
texture_unit
{
texture Keeperhand_colC.png
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}
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