📄 example.material
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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.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
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 modulate
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 modulate
depth_write off
texture_unit
{
texture basic_droplet.png
}
}
}
}
material Examples/Scrollbar/Up
{
technique
{
pass
{
texture_unit
{
texture scr-up.png
}
}
}
}
material Examples/Scrollbar/Up/Pressed
{
technique
{
pass
{
texture_unit
{
texture scr-up-p.png
}
}
}
}
material Examples/Scrollbar/Down
{
technique
{
pass
{
texture_unit
{
texture scr-down.png
}
}
}
}
material Examples/Scrollbar/Down/Pressed
{
technique
{
pass
{
texture_unit
{
texture scr-down-p.png
}
}
}
}
material Examples/Scrollbar/Thumb
{
technique
{
pass
{
texture_unit
{
texture scr-thumb.png
}
}
}
}
material Examples/Scrollbar/Background
{
technique
{
pass
{
texture_unit
{
texture scr-back.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
{
texture_unit
{
texture nskingr.jpg
}
}
}
}
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/Rockwall
{
technique
{
pass
{
texture_unit
{
texture rockwall.tga
}
}
}
}
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