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
}
}
}
}