MATERIAL* mtl_vegetation =
{
event = mtl_vegetation_init;
effect=
"
texture entSkin1;
dword mtlSkill1;
technique vegetation
{
pass p0
{
Texture[0] = <entSkin1>;
ZWriteEnable = True;
AlphaBlendEnable = False;
AlphaTestEnable = True;
AlphaRef = <mtlSkill1>;
AlphaFunc = Greater;
CullMode = None; // CCW or None
ColorArg1[0] = Texture;
ColorOp[1] = Add;
ColorArg2[0] = Diffuse;
}
}
technique fallback{pass p0{}}
";
}
action vegetation()
{
reset(my, TRANSLUCENT);
my.material = mtl_vegetation;
}