www.pudn.com > 3dwind2.0.rar > deferred_post_minilight.material


// Auxilary lights  
  
/// Reference material [geometry]  
material DeferredShading/LightMaterial  
{  
    technique  
    {  
		pass  
		{  
			// Don't disable depth test, because the light doesn't have to be rendered  
			// if the bounding geometry is obscured.  
			scene_blend add  
			depth_write off  
			depth_check on  
			lighting off  
			  
			  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
	}  
}  
/// Reference material [quad]  
material DeferredShading/LightMaterialQuad  
{  
    technique  
    {  
		pass  
		{  
			scene_blend add  
			depth_write off  
			depth_check off  
			lighting off  
			  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
			texture_unit  
			{  
				tex_address_mode clamp  
				filtering none  
			}  
		}  
	}  
}