material tire1 { receive_shadows off technique { pass { vertex_program_ref bumpmappedVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix param_named_auto world_IT inverse_transpose_world_matrix } fragment_program_ref bumpmappedPS { param_named_auto lightPosition light_position 0 param_named_auto world_IT inverse_transpose_world_matrix param_named ambientColor float4 0.1, 0.1, 0.1 1 param_named diffuseColor float4 0.8, 0.8, 0.8 1 param_named specularColor float4 0.6, 0.6, 0.6 1 param_named shininess float 80 } texture_unit { texture tire.tga } texture_unit { texture tirenormal.dds } } } } material wheel { receive_shadows off technique { pass { IllumTechniques { RenderTechnique ColorCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } RenderTechnique DistanceCubeMap { update_interval 1 distance_calc false face_angle_calc false update_all_face false } RenderTechnique CausticCaster { attenuation 0.5 update_all_face false photonmap_resolution 128 caustic_map_material GameTools/CauCube_Point } } vertex_program_ref GameTools/CubeMap/VertexPrograms/LocalizedVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto world world_matrix param_named_auto worldIT inverse_transpose_world_matrix } fragment_program_ref GameTools/CubeMap/FragmentPrograms/LocalizedMetalPS { param_named_auto cameraPos camera_position //param_named n float3 0.142 0.124 0.158 //param_named k float3 4.52 3.33 2.32 param_named F0 float3 0.97 0.95 0.9 param_named_auto lightPosition light_position 0 } //Cube map for reflections and refractions texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } //Cube map of distances texture_unit { cubic_texture cubemap.jpg combinedUVW tex_address_mode clamp colour_op replace } } } }