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material Clonk_Body
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 1.00000 1.00000 1.00000 1.000000
specular 0.000000 0.000000 0.000000 1.000000 3.000000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit Overlay
{
texture Overlay.png
tex_address_mode wrap
filtering trilinear
colour_op_ex modulate src_texture src_player_colour
// take alpha from texture only, ignore player alpha
alpha_op_ex source1 src_texture src_player_colour
}
texture_unit Clonk
{
texture Clonk.jpg
tex_address_mode wrap
filtering trilinear
colour_op_ex blend_current_alpha src_current src_texture
// Don't blend alpha, to make sure we have full intensity at the base/overlay border region
alpha_op_ex add src_current src_texture
}
texture_unit Light
{
// apply lighting -- note this texture unit does not need an
// actual texture image: no hardware TIU will be used.
colour_op_ex modulate src_current src_diffuse
alpha_op_ex modulate src_current src_diffuse
}
}
}
}
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