material Examples/EnvMappedRustySteel { technique { pass { texture_unit { texture RustySteel.jpg } texture_unit { texture spheremap.png colour_op_ex add src_texture src_current colour_op_multipass_fallback one one env_map spherical } } } } material Examples/OgreLogo { technique { pass { ambient 0.8 0.8 0.8 texture_unit { texture ogrelogo.png } } } } material LODStripsDemo/Ogro { technique { pass { ambient 1.0 1.0 1.0 texture_unit { texture player.jpg } } } } material Examples/DarkMaterial { technique { pass { ambient 0.1 0.1 0.1 texture_unit { texture BeachStones.jpg } } } } material Examples/SpaceSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture stevecube.jpg separateUV tex_address_mode clamp } } } } material Examples/SceneSkyBox1 { technique { pass { lighting off depth_write off texture_unit { cubic_texture cubemap_fr.jpg cubemap_bk.jpg cubemap_lf.jpg cubemap_rt.jpg cubemap_up.jpg cubemap_dn.jpg separateUV tex_address_mode clamp } } } } material Examples/SceneCubeMap1 { technique { pass { lighting off texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp env_map cubic_reflection } } } } material Examples/SceneSkyBox2 { technique { pass { lighting off depth_write off texture_unit { cubic_texture cubescene_fr.jpg cubescene_bk.jpg cubescene_lf.jpg cubescene_rt.jpg cubescene_up.jpg cubescene_dn.jpg separateUV tex_address_mode clamp } } } } material Examples/SceneCubeMap2 { technique { pass { lighting off texture_unit { cubic_texture cubescene.jpg combinedUVW tex_address_mode clamp env_map cubic_reflection } } } } material Examples/CloudyNoonSkyBox { technique { pass { lighting off depth_write off fog_override true texture_unit { cubic_texture cloudy_noon.jpg separateUV tex_address_mode clamp } } } } material Examples/StormySkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture stormy.jpg separateUV tex_address_mode clamp } } } } material Examples/MorningSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture morning.jpg separateUV tex_address_mode clamp } } } } material Examples/EveningSkyBox { technique { pass { lighting off depth_write off texture_unit { cubic_texture evening.jpg separateUV tex_address_mode clamp } } } } material Examples/CloudySky { technique { pass { lighting off depth_write off texture_unit { texture clouds.jpg scroll_anim 0.15 0 } } } } material Examples/RustySteel { technique { pass { texture_unit { texture RustySteel.jpg } } } } material Examples/Chrome { technique { pass { texture_unit { texture Chrome.jpg env_map spherical } } } } material Examples/SpaceSkyPlane { technique { pass { lighting off depth_write off fog_override true none texture_unit { texture spacesky.jpg } } } } material Examples/TextureEffect1 { technique { pass { ambient 0.75 0.75 0.75 cull_hardware none cull_software none texture_unit { texture BumpyMetal.jpg rotate_anim 0.2 wave_xform scale_x sine 1 0.1 0 5 wave_xform scale_y sine 0.5 0.2 0.5 3 } } } } material Examples/TextureEffect2 { technique { pass { texture_unit { texture Water02.jpg scroll_anim 0.5 0 } } } } material Examples/TextureEffect3 { technique { pass { ambient 0.7 0.7 0.7 cull_hardware none cull_software none texture_unit { texture Water01.jpg scroll_anim -0.25 0.1 } texture_unit { texture Water01.jpg colour_op_ex add src_texture src_current colour_op_multipass_fallback one one scroll_anim -0.1 0.25 } } } } material Examples/TextureEffect4 { technique { pass { ambient 0.3 0.3 0.3 scene_blend colour_blend cull_hardware none cull_software none texture_unit { texture Water02.jpg scroll_anim 0.01 0.01 } } } } material Examples/BumpyMetal { technique { pass { ambient 0.75 0.75 0.75 cull_hardware none cull_software none texture_unit { texture BumpyMetal.jpg } } } } material Examples/TransparentTest { technique { pass { ambient 0.2 0.2 0.2 scene_blend add depth_write off texture_unit { texture Water01.jpg scroll_anim 0.25 0 } texture_unit { texture Water01.jpg wave_xform scroll_y sine 0 0.1 0 0.5 } } } } material Examples/Flare { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture flare.png } } } } material Examples/Flare2 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture flaretrail.png } } } } material Examples/Droplet { technique { pass { scene_blend colour_blend depth_write off texture_unit { texture basic_droplet.png } } } } material Examples/Hilite/Yellow { technique { pass { texture_unit { texture dkyellow.png } } } } material Examples/Rocky { technique { pass { ambient 0.2 0.2 0.2 texture_unit { texture egyptrockyfull.jpg } } } } material Examples/10PointBlock { technique { pass { texture_unit { texture 10points.png } } } } material Material__25 { technique { pass { texture_unit { texture texmap2.jpg } } } } material 2 - Default { technique { pass { texture_unit { texture MtlPlat2.jpg } } } } material Material #8 { technique { pass { texture_unit { texture BODY.jpg } } } } material Material #3 { technique { pass { texture_unit { texture HEAD4.jpg } } } } material Material #9 { technique { pass { texture_unit { texture LEGS.jpg } } } } material Examples/Fish { technique { pass { texture_unit { texture steelhead.png } } } } material Examples/Ninja { technique { pass { cull_hardware none cull_software none texture_unit { texture nskingr.jpg } } } } material Examples/Ninja2 { technique { pass { cull_hardware none cull_software none texture_unit { texture nskinwh.jpg } } } } material Examples/Trunk { technique { pass { cull_hardware none cull_software none texture_unit { texture bark04_r.png } } } } material Examples/Robot { // Hardware skinning technique technique { pass { vertex_program_ref Ogre/HardwareSkinningOneWeight { param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto lightPos[0] light_position 0 param_named_auto lightPos[1] light_position 1 param_named_auto lightDiffuseColour[0] light_diffuse_colour 0 param_named_auto lightDiffuseColour[1] light_diffuse_colour 1 param_named_auto ambient ambient_light_colour } // alternate shadow caster program shadow_caster_vertex_program_ref Ogre/HardwareSkinningOneWeightShadowCaster { param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto ambient ambient_light_colour } texture_unit { texture r2skin.jpg } } } // Software blending technique technique { pass { texture_unit { texture r2skin.jpg } } } } material Examples/GrassFloor { technique { pass { texture_unit { texture grass_1024.jpg } } } } material Demos/TerrainMixed { technique { pass { // lighting on // Base Pass ambient 0.6 0.6 0.6 diffuse 0.6 0.6 0.6 texture_unit { // Base Texture texture grass_1024.jpg scale 0.5 0.5 } texture_unit { texture grass.png colour_op_ex modulate_x2 src_current src_texture scale 0.01 0.01 } } pass { // Rock pass ambient 0.6 0.6 0.6 diffuse 0.6 0.6 0.6 scene_blend alpha_blend depth_func equal texture_unit { // Alpha Map for rock texture terrain_splat3.tga tex_address_mode mirror alpha_op_ex source1 src_texture src_texture colour_op_ex source1 src_current src_current scale 0.5 0.5 } texture_unit { // Rock Splatting texture texture destina.jpg tex_address_mode mirror alpha_op_ex source1 src_current src_current colour_op_ex source2 src_current src_texture scale 0.01 0.01 } } } } vertex_program Examples/GrassWaverVp cg { source Grass.cg entry_point grass_vp profiles vs_1_1 arbvp1 } material Examples/GrassBlades { // Vertex program waving grass technique { pass { vertex_program_ref Examples/GrassWaverVp { param_named_auto worldViewProj worldviewproj_matrix param_named_auto ambient ambient_light_colour param_named_auto objSpaceLight light_position_object_space 0 param_named_auto lightColour light_diffuse_colour 0 param_named_auto offset custom 999 } alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { texture gras_02.png } } } // Non-vertex program technique (no waving) technique { pass { alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { texture gras_02.png } } } } material Examples/Populifolia/leaf { technique { pass { alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { texture Pinus-leaf-inv.tif } } } } material Examples/Populifolia/trunk { technique { pass { cull_hardware clockwise texture_unit { texture populifolia-trunk.png } } } } material Examples/ML11/leaf_orig { technique { pass { alpha_rejection greater 150 scene_blend alpha_blend cull_hardware none cull_software none texture_unit { filtering linear linear none texture ML11lef.tga } } } } material Examples/ML11/leaf { technique { pass { alpha_rejection greater 150 cull_hardware none texture_unit { filtering linear linear linear texture ml11lef.dds } } } } /////////////////////////////////////////////////////////////////////////////////////////// // Bump map vertex program, support for this is required vertex_program Lodtree/BumpMapVP cg { source LodTree_BumpMapping.cg entry_point main_vp profiles vs_1_1 arbvp1 } // Bump map fragment program, support for this is optional fragment_program Lodtree/BumpMapFP cg { source LodTree_BumpMapping.cg entry_point main_fp profiles ps_2_0 arbfp1 fp20 } // Single light material, less passes (one pass on a 4-unit card) //material Demos/ML06/Leaf //{ // // Preferred technique, uses vertex and fragment programs // // to support a single coloured light // technique // { // pass // { // // base colours, not needed for rendering, but as information // // to lighting pass categorisation routine // ambient 0.7 0.7 0.7 // // Vertex program reference // vertex_program_ref Lodtree/BumpMapVP // { // param_named_auto lightPosition light_position_object_space 0 // param_named_auto worldViewProj worldviewproj_matrix // } // // // Fragment program // fragment_program_ref Lodtree/BumpMapFP // { // param_named_auto lightDiffuse light_diffuse_colour 0 // } // // // Decal // texture_unit // { // texture ml06lef.dds // } // } // } // //} material Examples/ML11/trunk { technique { pass { cull_hardware clockwise texture_unit { texture ML11brk.tif } } } } material Demos/ML06/Leaf { technique { pass { ambient 1 1 1 alpha_rejection greater 150 cull_hardware none cull_software none texture_unit { filtering linear linear linear texture ml06lef.dds } } } } material Demos/ML06/Trunk { technique { pass { cull_hardware clockwise texture_unit { texture ML15brk.tif } } } } material Demos/ML15/Trunk { technique { pass { cull_hardware clockwise texture_unit { texture ML15brk.tif } } } } material Demos/ML15/Leaf { technique { pass { alpha_rejection greater 150 cull_hardware none ambient 1 1 1 texture_unit { filtering linear linear linear texture ml15lef.dds } } } } material Demos/ML13/Trunk { technique { pass { cull_hardware clockwise texture_unit { texture ML13brk.tif } } } } material Demos/ML13/Leaf { technique { pass { alpha_rejection greater 150 cull_hardware none ambient 1 1 1 texture_unit { filtering linear linear linear texture ml13lef.dds } } } } material Examples/Rockwall { technique { pass { texture_unit { texture rockwall.tga } } } } material TestTerrainMaterial { technique { pass { texture_unit { texture terrain_texture.jpg } } } }