THX - that works perfectly:

Code:
MATERIAL* mat_none =
{
    effect = "
        technique whatever
        {
            pass p1
            {
                AlphaBlendEnable = true;
                srcBlend = zero;
                destBlend = one;
            }
        }
    ";
}


void my_level ()
{
	my.material = mat_none;
}