So funktioniert es, allerdings steckt da viel zu viel Ambientlicht drinn. Die einzige Lösung die ich gefunden habe ist camera.ambient auf -100 oder noch weniger zu setzen.

Code:
texture entSkin1;
texture entSkin2;

technique t0
{
	pass P0
	{
		AlphaBlendEnable = False;
		AlphaTestEnable = False;
		ZEnable = True;
		ZWriteEnable = True;
		
		Texture[0] = <entSkin2>;
		Texture[1] = <entSkin1>;
		
		texcoordindex[0] = 1;
		ColorArg1[0] = Texture;
		ColorArg2[0] = Diffuse;
		ColorOp[0] = Add;
		
		texcoordindex[1] = 0;
		ColorArg1[1] = Current;
		ColorArg2[1] = Texture;
		ColorOp[1] = Modulate2x;
	}
	Pass p1
	{
		AlphaBlendEnable = True;
		SrcBlend = SrcAlpha;
		DestBlend = InvSrcAlpha;
		ZEnable = True;
		ZWriteEnable = True;
		DitherEnable = True;
		
		Texture[0] = <entSkin1>;
		MagFilter[0] = Linear;
		MinFilter[0] = Linear;
		MipFilter[0] = Linear;
		
		texcoordindex[0] = 0;
		ColorArg1[0] = Texture;
		ColorOp[0] = selectarg1;
		AlphaOp[0] = selectarg1;
		
		ColorOp[1] = Disable;
		AlphaOp[1] = Disable;
	}
}