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📄 materials.material

📁 使用stl技术,(还没看,是听说的)
💻 MATERIAL
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material default
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0
		}
    }
}

material CloudySky
{
	technique
	{
		pass
		{
			lighting off
			depth_write off

			texture_unit
			{
				texture clouds.jpg
				scroll_anim 0.01 0
			}
		}
	}
}

material StormySkyBox
{
	technique
	{
		pass
		{
			lighting off
			depth_write off

			texture_unit
			{
				cubic_texture stormy_fr.jpg stormy_bk.jpg stormy_lf.jpg stormy_rt.jpg stormy_up.jpg stormy_dn.jpg separateUV
				tex_address_mode clamp
			}
		}
	}
}

vertex_program vpMover cg
{
	source vpMover.cg
	entry_point main
	profiles vs_1_1 arbvp1
}

fragment_program fpMover cg
{
	source vpMover.cg
	entry_point fragmain
	profiles ps_2_0 fp20
}

material template
{

	technique
	{
		pass
		{
			scene_blend alpha_blend
			depth_func equal
			vertex_program_ref vpMover
			{
				param_named_auto worldViewProj WORLDVIEWPROJ_MATRIX
				param_named_auto worldMatrix WORLD_MATRIX
				param_named_auto cameraPos camera_position_object_space
				param_named_auto lightAmbient ambient_light_colour 0
				param_named_auto lightDiffuse light_diffuse_colour 0
				param_named_auto lightSpecular light_specular_colour 0
				param_named_auto lightAtten light_attenuation 0
				param_named_auto lightPos light_position_object_space 0
				param_named textureRes float4 100 100 100 0
			}
			fragment_program_ref fpMover
			{
			}
			texture_unit
			{
				texture none
				tex_coord_set 0
			}
			texture_unit
			{
				texture none
				tex_coord_set 1
			}
			texture_unit
			{
				texture none
				tex_coord_set 2
			}
			texture_unit
			{
				texture none
				tex_coord_set 3
				tex_address_mode clamp
			}
		}
	}
}

material seaFloor
{

	technique
	{
		pass
		{
			scene_blend alpha_blend
			depth_func equal
			vertex_program_ref vpMover
			{
				param_named_auto worldViewProj WORLDVIEWPROJ_MATRIX
				param_named_auto worldMatrix WORLD_MATRIX
				param_named_auto cameraPos camera_position_object_space
				param_named_auto lightAmbient ambient_light_colour 0
				param_named_auto lightDiffuse light_diffuse_colour 0
				param_named_auto lightSpecular light_specular_colour 0
				param_named_auto lightAtten light_attenuation 0
				param_named_auto lightPos light_position_object_space 0
				param_named textureRes float4 100.0 0 0 0
			}
			fragment_program_ref fpMover
			{
			}
			texture_unit
			{
				texture seaFloor.jpg
				tex_coord_set 0
				colour_op_ex modulate src_current src_texture
			}
			texture_unit
			{
				texture none
				tex_coord_set 1
				tex_address_mode clamp
				alpha_op_ex source1 src_texture src_texture
				colour_op_ex source1 src_current src_current
				alpha_rejection greater_equal 2
			}
		}
	}
}

material sand
{

	technique
	{
		pass
		{
			scene_blend alpha_blend
			depth_func equal
			vertex_program_ref vpMover
			{
				param_named_auto worldViewProj WORLDVIEWPROJ_MATRIX
				param_named_auto worldMatrix WORLD_MATRIX
				param_named_auto cameraPos camera_position_object_space
				param_named_auto lightAmbient ambient_light_colour 0
				param_named_auto lightDiffuse light_diffuse_colour 0
				param_named_auto lightSpecular light_specular_colour 0
				param_named_auto lightAtten light_attenuation 0
				param_named_auto lightPos light_position_object_space 0
				param_named textureRes float4 100.0 0 0 0
			}
			texture_unit
			{
				texture Dirt04.png
				tex_coord_set 0
				colour_op_ex modulate src_current src_texture
			}
			texture_unit
			{
				texture none
				tex_coord_set 1
				tex_address_mode clamp
				alpha_op_ex source1 src_texture src_texture
				colour_op_ex source1 src_current src_current
				alpha_rejection greater_equal 2
			}
		}
	}
}

material grass
{

	technique
	{
		pass
		{
			scene_blend alpha_blend
			depth_func less_equal
			vertex_program_ref vpMover
			{
				param_named_auto worldViewProj WORLDVIEWPROJ_MATRIX
				param_named_auto worldMatrix WORLD_MATRIX
				param_named_auto cameraPos camera_position_object_space
				param_named_auto lightAmbient ambient_light_colour 0
				param_named_auto lightDiffuse light_diffuse_colour 0
				param_named_auto lightSpecular light_specular_colour 0
				param_named_auto lightAtten light_attenuation 0
				param_named_auto lightPos light_position_object_space 0
				param_named_auto lightDir light_direction_object_space 0
				param_named textureRes float4 100.0 0 0 0
			}
			texture_unit
			{
				texture Grass00.png
				tex_coord_set 0
				alpha_op_ex source1 src_current src_current
				colour_op_ex modulate src_current src_texture
			}
			texture_unit
			{
				texture none
				tex_coord_set 1
				tex_address_mode clamp
				alpha_op_ex source1 src_texture src_texture
				colour_op_ex source1 src_current src_current
				alpha_rejection greater_equal 2
			}
		}
	}
}

material rock
{

	technique
	{
		pass
		{
			scene_blend alpha_blend
			depth_func equal
			vertex_program_ref vpMover
			{
				param_named_auto worldViewProj WORLDVIEWPROJ_MATRIX
				param_named_auto worldMatrix WORLD_MATRIX
				param_named_auto cameraPos camera_position_object_space
				param_named_auto lightAmbient ambient_light_colour 0
				param_named_auto lightDiffuse light_diffuse_colour 0
				param_named_auto lightSpecular light_specular_colour 0
				param_named_auto lightAtten light_attenuation 0
				param_named_auto lightPos light_position_object_space 0
				param_named textureRes float4 100.0 0 0 0
			}
			texture_unit
			{
				texture Rock01.png
				tex_coord_set 0
				colour_op_ex modulate src_current src_texture
			}
			texture_unit
			{
				texture none
				tex_coord_set 1
				tex_address_mode clamp
				alpha_op_ex source1 src_texture src_texture
				colour_op_ex source1 src_current src_current
				alpha_rejection greater_equal 2
			}
		}
	}
}

material baseTexture
{

	technique
	{
		pass
		{
			vertex_program_ref vpMover
			{
				param_named_auto worldViewProj WORLDVIEWPROJ_MATRIX
				param_named_auto worldMatrix WORLD_MATRIX
				param_named_auto cameraPos camera_position_object_space
				param_named_auto lightAmbient ambient_light_colour 0
				param_named_auto lightDiffuse light_diffuse_colour 0
				param_named_auto lightSpecular light_specular_colour 0
				param_named_auto lightAtten light_attenuation 0
				param_named_auto lightPos light_position_object_space 0
				param_named textureRes float4 -1 0 0 0
			}
			texture_unit
			{
				texture none
				tex_coord_set 0
				tex_address_mode clamp
				colour_op_ex modulate src_current src_texture
			}
		}
	}
}

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