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// Claimed
import RTSS/NormalMapping_MultiPass from "RTShaderSystem.material"
material Claimed : RTSS/NormalMapping_MultiPass
{
technique
{
pass lighting
{
// Override the normal map.
rtshader_system
{
lighting_stage normal_map ClaimedNormal.png tangent_space 0 bilinear 1 -1.0
}
}
pass decal
{
lighting off
// We use blending, so that we can see the underlying texture.
texture_unit decalmap
{
texture Claimed.png
}
}
pass last
{
ambient 0.0 0.0 0.0 1.0
diffuse 1.0 1.0 1.0 0.0
scene_blend add
depth_write off
depth_bias 1
texture_unit
{
texture ClaimedMask.png
}
}
}
}