Originally Posted By: miez
...Zu 90% vermute ich schon als Antwort Shader...

Korrekt!
Code:
float4x4 matWorldViewProj;

texture entSkin1;
texture entSkin2;

sampler SKIN 	= sampler_state { texture = <entSkin1>;};
sampler LIGHT 	= sampler_state { texture = <entSkin2>;};

float4 VS (	in float4 P : position,
		in float2 T1 : texcoord0,
		in float2 T2 : texcoord1,
		out float4 tex : texcoord0) : position {

	tex.xy = T1;
	tex.zw = T2;
	return mul(P,matWorldViewProj);}

float4 PS (	in float4 tex : texcoord0) : color {

	float4 color = tex2D(SKIN,tex.xy);
	color = lerp (color,color*tex2D(LIGHT,tex.zw),color.a);
	return color;}

technique t{ pass p{
	
	zWriteEnable = 1;
	AlphaBlendEnable = 0;
	VertexShader = compile vs_2_0 VS();
	PixelShader = compile ps_2_0 PS();	}}


Du brauchst ledeglich im Alphakanal deiner Textur anzugeben, was NICHT beleuchtet werden soll --> je schwärzer desto leuchtender...