MONSTER_2.material
vertex_program MONSTER_vs hlsl
material MONSTER_2
{
technique
{
pass
{
//scene_blend add //for fadeout, but buggy, do not use
vertex_program_ref MONSTER_vs
{
param_named tile_factor float 10.0
param_named fade_start_dist float 1.0,
param_named fade_end_dist float 10.0,
//TODO: put into shader as #define
}
fragment_program_ref MONSTER_ps
{
}
// diffuse map
texture_unit
{
tex_coord_set 0
texture diffuse_map.jpg
//filtering trilinear
}
//ao map
texture_unit
{
tex_coord_set 1
texture ambient_occlusion_map.dds
//filtering trilinear
}
//normalHeightMap map
texture_unit
{
tex_coord_set 0
texture normal_height_map.tga
//filtering trilinear
}
}
}
}