No...
You have to write them in a shader language such as HLSL, through the effect of a material...
ex:
Code:
material mat_this
{
ambient_red = 128;
ambient_green = 128;
ambient_blue = 128;
albedo = 100;
power = 100;
alpha = 100;
effect = "
...
";
}
ACTION MyPlayer
{
my.material = mat_this;
...
}
Sorry I didn't write a shader. I only know how they work, not the language...